Pathfinding-Visualizer | A visualization tool for various pathfinding algorithms | Learning library
kandi X-RAY | Pathfinding-Visualizer Summary
kandi X-RAY | Pathfinding-Visualizer Summary
The Swarm Algorithm is an algorithm that I - at least presumably so (I was unable to find anything close to it online) - co-developed with a good friend and colleague, Hussein Farah. The algorithm is essentially a mixture of Dijkstra's Algorithm and A* Search; more precisely, while it converges to the target node like A* , it still explores quite a few neighboring nodes surrounding the start node like Dijkstra's. The algorithm differentiates itself from A* through its use of heuristics: it continually updates nodes' distance from the start node while taking into account their estimated distance from the target node. This effectively "balances" the difference in total distance between nodes closer to the start node and nodes closer to the target node, which results in the triangle-like shape of the Swarm Algorithm. We named the algorithm "Swarm" because one of its potential applications could be seen in a video-game where a character must keep track of a boss with high priority (the target node), all the while keeping tracking of neighboring enemies that might be swarming nearby.
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Trending Discussions on Pathfinding-Visualizer
QUESTION
I am creating a pathfinding application and I want to connect every hexgon(H) to its adjacent hexagons. The grid is a rectangle but it is populated with hexagons. The issue is the code right now to connect these hexagons is lengthy and extremely finicky. An example of what i am trying to achieve is:
The issue is that the connections between say one hexagon and its neighbours (range from 2-6 depending on their placement in the grid) is not working properly. An example of the code i am using right now to connect a hexagon with 6 neighbours is:
...ANSWER
Answered 2022-Apr-16 at 15:16Interesting problem... To set a solid foundation, here's a hexagon grid class that is neither lengthy nor finicky, based on a simple data structure of a linear array. A couple of notes...
- The
HexagonGrid
constructor accepts the hexagon grid dimensions in terms of the number of hexagons wide (hexWidth
) by number of hexagons high (hexHeight
). - The
hexHeight
alternates by an additional hexagon every other column for a more pleasing appearance. Thus an odd number forhexWidth
bookends the hexagon grid with the same number of hexagons in the first and last columns. - The
length
attribute represents the total number of hexagons in the grid. - Each hexagon is referenced by a linear index from 0..
length
. - The
hexagonIndex
method which takes (x,y) coordinates returns an the linear index based on an approximation of the closest hexagon. Thus, when near the edges of a hexagon, the index returned might be a close neighbor. - Am not totally satisfied with the class structure, but is sufficient to show the key algorithms involved in a linear indexed hexagon grid.
To aid in visualizing the linear indexing scheme, the code snippet displays the linear index value in the hexagon. Such an indexing scheme offers the opportunity to have a parallel array of the same length which represents the characteristics of each specific hexagon by index.
Also exemplified is the ability to translate from mouse coordinates to the hexagon index, by clicking on any hexagon, which will redraw the hexagon with a thicker border.
QUESTION
I was doing a pathfinding visualizer in pygame and I pretty much finished but there's still one thing that I do not like about the algorithm part of it and it's the fact that when you press the visualize algorithm button it shows you the shortest path in yellow and all of the nodes the algorithm has visited ever in light blue but it shows you instantaneously and I want it to color the nodes accordingly step by step to actually reach the effect of visualizing (like in here https://clementmihailescu.github.io/Pathfinding-Visualizer/#), I tried to write some code in the function that seemed like it would have worked as intended but it didn't, here is the code:
...ANSWER
Answered 2021-Apr-14 at 10:42i think the problem is that you do not update the canvas in your while queue
loop.
the program will execute your bfs algorithm and then it will update the canvas.
i honestly don't use pygame very regularly, but i think to force the canvas to repaint you need to stick a pygame.display.update()
inside your while loop.
QUESTION
I am currently working on a pathfinding-visualizer-app and i am a bit overwhelmed by using a completely new programming language (at least for me).
But i think it is the best way to learn it as fast as possible.
To get to my problem:
I have a gridPaper with container Widgets. Every time i click on a container it changes the color from white to black.
So far so good...
For my pathfinding algorithm i need a 'start' and 'end' container (obviously a container where my algorithm starts searching for the end point). Those i want to colorize in green (start) and red (end). If i open the settings widget to click on "Start", it changes a "var = int" to 2 and then it goes to a switch case function. From there if it gets a 1, it should print a black container, and if it gets a 2, it should fill the container green. But then it starts to fill every container with the color green, because it goes through the complete offset ...
Do do have any ideas how to solve my problem ?
Code:
...ANSWER
Answered 2021-Mar-10 at 09:40Ah nevermind, i just needed to know where i get the Offset from the next grid element... After that it was relatively easy.
QUESTION
So I'm kind of just getting started with React, and I want to create a pathfinding-visualizer. I've already made many pathfinding-algorithms in Python, so I know how they work. The thing I'm struggling with in React, is how to use the components to be able to visualize what nodes are being searched and which ones are being queued etc. What I've tried so far, is simply creating a grid by nesting components in each other:
...ANSWER
Answered 2020-Oct-04 at 18:54Your code is bit complicated to replicate it and write final solution, but generating any grid uses yourDataArray.map(a => ({a}))
logic. So the main point is to store your grid data in some state, that can be Array of Arrays or Array of Objects, e.g. this one:
QUESTION
https://plutownium.github.io/ASCII-Pathfinding-Visualizer/?
This is my ASCII Pathfinding Visualizer. I built it and it works fine on desktop, but on mobile...
- the "Visualize Dijkstra's" button does not work: You can place a Start Node and a Target Node, click the button, and have the visualizer fail to start.
- the "Generate Recursive division maze" button does not work: You can generate a random maze, you can generate a binary tree maze, but the Recursive Division maze button does nothing.
To make things more confusing: As far as I can tell, it works on all 3 of Chrome, Brave and Firefox on my desktop. But when my phone loads it up, neither the Safari browser nor the Chrome browser works.
I am stuck for how to debug it, because I don't have access to the Developer Tools (and hence not the console.log output either) on Mobile.
Further I have no foundation of knowledge for why something would work fine on desktop but not on mobile. So while I am suspicious it is some kind of cross-compatibility issue (it must be right?), I cannot begin to understand what part of the code would be causing the issue.
I would show some code but I'm really not sure what part of the code to show. It is approximately a thousand lines of JavaScript between three files. Of course, two of the Maze Generation buttons work, so that narrows it down a lot, but... I am still stuck. Like, I can find plenty of StackOverflow links about "JavaScript doesn't work on mobile", but I'm not sure how those help me since I can't even access details about the cause of my problem -- I have no idea which lines of code are broken and I can't access that info (no dev tools on mobile).
What do I do?
edit: I still don't understand how code can work on desktop but not on mobile.
...ANSWER
Answered 2020-May-13 at 20:57When clicking the "visualize Dijkstra's" button on an iPhone, the console error reads:
QUESTION
I have an ASCII art "pathfinding visualizer" which I am modeling off of a popular one seen here. The ASCII art displays a n by m size board with n*m number of nodes on it.
My current goal is to slowly change the appearance of the text on the user-facing board, character by character, until the "animation" is finished. I intend to animate both the "scanning" of the nodes by the pathfinding algorithm and the shortest path from the start node to the end node. The animation, which is just changing text in a series of divs, should take a few seconds. I also plan to add a CSS animation with color or something.
Basically the user ends up seeing something like this, where * is the start node, x is the end node, and + indicates the path:
...ANSWER
Answered 2020-May-01 at 23:07This should absolutely be doable using setTimeout
. Probably the issue is that you are immediately registering 10,000 timeouts. The longer your path, the worse this approach becomes.
So instead of scheduling all updates right away, you should use a recursive algorithm where each "frame" schedules the timeout for the next frame. Something like this:
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