A 3D pathfinding visualization tool inspired by Micromouse robotics competitions. This project demonstrates various maze generation and pathfinding algorithms in an interactive 3D environment using Three.js.
This project was developed as an experiment to visually demonstrate how pathfinding robots operate. Inspired by my experience with the Micromouse robotics competition, I needed a robust maze generator. To enhance both the challenge and the visual appeal, I chose to render everything in 3D using Three.js, which made the process smoother than expected.
- Interactive 3D Visualization: Explore mazes and pathfinding algorithms in a beautiful 3D environment
- Multiple Pathfinding Algorithms: Compare different approaches to solving mazes
- Various Maze Generation Methods: Generate mazes using different algorithms
- Real-time Visualization: Watch algorithms work in real-time with step-by-step visualization
- Educational Tool: Perfect for learning about pathfinding and maze generation concepts
Widely regarded as one of the most effective and popular pathfinding methods, A* is known for its completeness, optimality, and efficiency. It uses weights and always finds the shortest route.
Originating from 19th-century research by Charles Pierre Trémaux, this strategy is often used for maze solving. It does not use weights and does not guarantee the shortest path.
Conceived by Edsger W. Dijkstra in 1956, this classic algorithm is a staple in pathfinding. It is weighted and ensures the shortest path is found.
Unlike A*, this approach only considers the estimated distance to the goal, ignoring the start node. It is weighted but does not guarantee the shortest route.
This algorithm treats the maze as a fractal, starting with an empty grid and progressively adding walls. The result is a visually striking maze, with each step introducing more intricate detail.
Known for its speed and simplicity, this method creates mazes with long corridors and few branches by exploring as far as possible before backtracking.
Used to generate minimal spanning trees, Kruskal's method produces mazes with regular, easily solvable patterns due to the equal weighting of all walls.
Unlike Kruskal's, Prim's algorithm begins at a single point and expands outward, gradually building the maze from the inside out.
- Three.js: 3D graphics library for web browsers
- JavaScript: Core programming language
- HTML5/CSS3: Structure and styling
- GitHub Pages: Deployment platform
This project is licensed under the MIT License - see the LICENSE file for details.
Contributions are welcome! Please feel free to submit a Pull Request.
- Author: Anmol Mahobiya
- Project Link: https://github.com/AnmoL-09/Trajectra-3D
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