Challenges
Pathfinding
EducationalBuild grids with walls and weights, then watch algorithms find the optimal path!
A* uses a heuristic to estimate distance to goal, making it faster than Dijkstra for most cases.
Click to place start (green) and goal (red) points
Statistics
Path Found-
Path Length-
Path Cost-
Nodes Expanded-
Runtime-
Score-
Legend
Start
Goal
Wall
Mud (5)
Water (10)
Visited
Frontier
Path
Shortcuts
Space: Run/Pause
R: Reset | C: Clear
1-3: Algorithm