Pathfinding in 3D
The A* Algorithm
A* expands the frontier node with the lowest f = g + h — cost so far plus estimated cost remaining.
Run
Speed{{ speedLabel }}
Heuristic h(n)
Legend
Start Goal Open set — the frontier Closed set — already settled Current node Shortest path Obstacle
Post FX
{{ fx.key }} {{ fx.name }} {{ fx.onLabel }}
Bloom is always on. Press a key to toggle the rest.
Drag to orbit · scroll to zoom
Movement is 6-directional through the voxel volume.
{{ s.label }}
{{ s.value }}
{{ status }}
Current node
{{ cur.pos }}
g
{{ cur.g }}
h
{{ cur.h }}
f
{{ cur.f }}
Neighbours examined
{{ n.dir }} {{ n.tag }} {{ n.f }}
{{ neighborHint }}
Why it works
When h never overestimates the true remaining distance, the first time A* pops the goal it has already found the shortest path. Set h to zero and A* becomes Dijkstra: no guidance, so it searches in every direction at once.