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Honeycomb

A* Pathfinding in a hexagonal grid

Use interactive tools to place obstacles or build mazes on a hexagonal grid, then press play and watch the algorithm explore. Slow down time to get a closer look at what's happening, or even step through the process frame by frame.

Live demo
Source code

What do the numbers mean?

The bottom three numbers are cubic co-ordinates representing the hex's position in two dimensional space.

  • Bottom left: X

  • Bottom middle: Y

  • Bottom right: Z

The top three numbers are the values assigned to the hex by the algorithm.

  • Top left: g-cost - Distance to start

  • Top right: h-cost - Distance to end

  • Top middle: f-cost - Sum of both distances

What do the buttons do?

From left to right:

  • Play / Pause - Determines whether to run through the algorithm automatically or let you step through it manually

  • Step - Runs a single step of the algorithm. Useful for taking a more focused look at what's happening.

  • Restart - Resets all open and closed hexes to empty, making the algorithm forget what route it took.

  • Speed down - Decrements simulation speed.

  • Speed up - Increments simulation speed.

Interactions controls: only one of these can be selected at once.

  • Build Walls - With this control selected, click a hex to turn it into an impassable wall, forcing the algorithm to find another way around. Click a the wall again to return it to being an empty hex.

  • Move Start - Clicking a hex with this control will relocate the algorithm's start point to that hex.

  • Move End - Same as move start, but it moves the end point instead.

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A* pathfinding in a hexagonal grid.

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