PPolySim OS

A* Pathfinding

The algorithm behind game AI, GPS routing, and robotics. Draw walls and watch A* head straight for the goal while Dijkstra searches blindly outward.

Pathfinding (A* / Dijkstra)Live

Controls

Drag on the grid to draw walls. A* uses a distance heuristic to head straight for the goal; Dijkstra explores blindly in all directions. Blue = start, pink = goal, green = shortest path.

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Data Inspector

AlgorithmA*
Grid48×30
HeuristicManhattan

Governing equation

Reading this result: A* adds the Manhattan-distance heuristic to Dijkstra, so it aims straight at the goal and expands far fewer cells while still returning a shortest path.

Runs locally in your browser — free forever. Scale to the cloud when reality gets heavy.

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How it works

Both algorithms find the shortest path on a weighted graph. Dijkstra expands the closest unvisited node in every direction; A* adds a heuristic estimate of the remaining distance, so it prioritizes nodes that lead toward the goal — usually reaching it far faster while still guaranteeing the shortest path.

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The math, the assumptions, real-world uses, or a code translation — explained for this exact simulation.

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Frequently asked questions

Is this A* pathfinding visualizer tool really free?
Yes. A* Pathfinding runs entirely in your browser using your device's own compute, so local use is free forever. You only pay Compute Tokens if you scale a job to the cloud.
Do I need to install anything?
No. Everything runs client-side in a modern browser — no downloads, no license, no account required to start.
Can I save or share my simulation?
Create a free account to save projects, and use a shareable embed or minted DOI to publish a live, interactive version anywhere.
How accurate are the results?
The solver uses established numerical methods, but results are for research and educational purposes and should be validated against experiment or professional review before you rely on them.