[Resource] Interactive A*/Dijkstra/BFS pathfinding visualizer for learning and demos
Author: D2758695161Created Apr 25, 2026Updated Apr 25, 2026
Hey everyone! Working on game navigation and wanted to share a useful tool I found for understanding pathfinding algorithms.
Wander Lobster Platform - https://d2758695161.github.io/wander-lobster-platform/
It's a browser-based pathfinding visualizer that supports:
- 5 algorithms: A*, Dijkstra, BFS, DFS, Greedy
- Real-time visualization: 0.25x ~ 4x speed control so you can see every step
- Head-to-head battle mode: Run two algorithms on the same map simultaneously
- Custom maps: Draw obstacles, set start/end points freely
For those learning Recast/Detour or working on NavMesh, this is great for understanding the underlying search algorithms that power navigation meshes.
Useful for:
- Teaching game AI concepts to new team members
- Demos and presentations (just open in browser, no setup)
- Quickly testing heuristic behavior on different map layouts
The visualization really helps build intuition about when A* outperforms Dijkstra and vice versa - something that's directly relevant when tuning NavMesh parameters.
(Not affiliated with the project, just a developer who found it useful)
Source: recastnavigation/recastnavigation