🧭 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
⚙ 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