Pathfinding Visualizer
Draw walls and terrain, place teleport portals, and watch six pathfinding algorithms search a grid in real time — BFS, Greedy Best-First, Dijkstra, A*, bidirectional BFS, and bidirectional Dijkstra.
Draw walls, layer in sand/mud/water (costs 3, 5, and 10), link two cells with a teleport portal, and optionally allow diagonal movement — then race six algorithms against each other on the same board: BFS, Greedy Best-First Search, Dijkstra, A*, bidirectional BFS, and bidirectional Dijkstra. BFS and greedy best-first ignore terrain cost; the other four respect it and route around expensive terrain instead of cutting straight through. The comparison table shows exactly how many cells each one visits to find its answer — and whether that answer is actually optimal.