AlgorithmReleased2025-04-12
Pathfinding Lab
A visual comparison of A*, JPS and Dijkstra on the same grid — performance and path quality side by side.
Why
When building games you constantly trade off between pathfinding approaches, but it is hard to compare them intuitively. This project puts them on one interactive grid so the same input produces comparable results.
What is covered
- A*: the classic heuristic search, used as a baseline
- Jump Point Search: aggressive pruning on uniform grids
- Dijkstra: reference implementation for shortest paths
Observation
On open maps JPS is often several times faster than A*; in maze-like maps the gap narrows sharply. That is why the game ships with both implementations.
- TypeScript
- algorithms
- visualization