Home▸Algorithms & AI▸Pathfinding on Weighted Terrain: BFS, Dijkstra, A* and Greedy Search with Admissible Heuristics

🧭 Pathfinding on Weighted Terrain: BFS, Dijkstra, A* and Greedy Search with Admissible Heuristics

A hiker crosses a 3D grid of grass, forest, mud, water and rock while BFS, Dijkstra, A* and greedy search explore it. Compare cells expanded and route cost against a Bellman-Ford optimum, edit the terrain, and see how heuristic admissibility and weight trade speed for optimality.

Algorithms & AI3DModerate60 FPS📱 Mobile-adapted🟠 Blender
pathfinding-weighted-terrain-bfs-dijkstra-a-star-greedy-heuristic-admissibility-nodes-expanded-lab ↗ Open standalone
⚙ Under the hood

A hiker crosses a 3D grid of grass, forest, mud, water and rock while BFS, Dijkstra, A* and greedy search explore it. Compare cells expanded and route cost against a Bellman-Ford optimum, edit the terrain, and see how heuristic admissibility and weight trade speed for optimality.

PathfindingA* SearchDijkstraHeuristicsThree.jsBlender

3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install

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