Комментарии:
I think you could have shown Dijkstra and depth first search too. Perhaps djikstra ends up almost doing the same as bfs it still worthwhile pointjng out the differences
ОтветитьThe sounds are horrendous
Ответитьgive us the link lmao
ОтветитьWatching this made me hungry for noodles...
ОтветитьMaybe it's better to use vectors here instead of straight lines, to optimize it's movement
ОтветитьHey Noodles! Where/How would I get the code for this. I wanted to experiment with the program but I wasn't sure how to do that.
ОтветитьNice job. Now use only the notes in the a minor key
ОтветитьYou should use this to make a pathfinding algorithm play never gonna give you up
ОтветитьNow i wait for Jump Point Search
ОтветитьWould've been fun to see an algorithm that picks at random, just for the sound of it
ОтветитьThe sound effect turned up much cooler than I expected tbh. Great work here!
ОтветитьReally cool piece of software !
Ответить🤘🔥 awesome. thanks. that’s really cool.
I’m going to tinker around with coding something like that.
You should have written which is which. Btw a lot of other algorithms exist: like there are various speedups for A* for grid-like spaces like this that are more efficient and there are hierarchical pathfinding algorithms that basically create bigger grids and pre-calculate which connects with which (info needed only at boundary) and then you can do a higher level search on the bigger grid and then a low-level search for the inside of the grid. This ensures scalability much better.
A further speedup to the original A* is to "look ahead" so instead of just using the hint values for the cell to visit - we look ahead and its hint becomes hint values of that + all its neighbors that are k distant from it. This ensures much better heuristic hints at the cost of more operations - but can lead to better results. One can also pair this up with data structures that hold the grid not the usual 2D array ways, but as a hierarchy where close-by elements are more often cache local to each (this is especially powerful if you can make the grid 0s and 1s.
The difference of the sound use is the algorithm is linearly increased, from sorting algorithms is more exciting because of the pseudo randomized opening and the ordered ending
ОтветитьNice!
ОтветитьI love how you showed “mistakes”. That’s so useful for learning. Maybe you even made mistakes on purpose to be pedagogical, I don’t know. Very useful regardless!
ОтветитьCool!
ОтветитьAwesome video! :D
ОтветитьYou should generate a sound in sync with the drawing of the final path. (instead of the silence!)
ОтветитьI know this is one year late.
But the breath first algorithm has 1 upside that the A* cant really compete in.
And that is when you have multiple targets, or if you don't know where the targets are on the grid.
The second one is fairly simple because the A* requires target locations to work optimally.
The first one is not so simple,
with a finite set of targets you could optimize it to work, but if the size gets to big even a optimized priority queue that is designed to handle multiple targets you simply lose in complexity gained because you have to iteratively check against all targets, while the breath first simply can simply check on a set if it is contained.
It's basically List.indexOf vs Set.contains problem.
And pathfinding usually contains multiple targets at once.
Now give this to some music producers and they will make a song by creating a maze!
ОтветитьI kings found the noise annoying… Too high pitched
ОтветитьI wonder if someone could make music with this…
ОтветитьWhy not make both the start and end pathfind to the other until they meet in the middle and make a path? Would it be faster or slower?
ОтветитьI feel the struggle of the cpu from scanning that algorithm grid lmao
ОтветитьThe biggest thing missing is information on each pathfinding. My favorite part about Timo Bingmann's video is that I could identify which sort I liked the best and look it up for more information. I wish I knew which pathfinding algorithm was being used.
ОтветитьIs there a combination of layout and algorithm that would make the audio sound like the harp intro to Zelda's Fairy Fountain theme?
Ответить"Manathan distance" ... use the proper math term "Euclidian distance"
ОтветитьHeh just seeing this video now, and i love it. The one thing i thought was missing is a final going up the scale as the purple line is drawn in. It was a little disappointing after all that awesomeness to not get that final glissando when it's found the path. Always found that to be the most satisfying part of the sorting method videos.
Ответитьyou can make a c++ priority queue order from minimum to maximum like this:
std::priority_queue<int, std::vector<int>, std::greater<int>>
Nice Vid but did you seriously compare A* and BFS ??
A Path finding algo vs a path optimization algo.
So glad i found your channel! Awesome video and your newer ones look even more interesting ^_^
ОтветитьIt's a nice enough video, but A* was kinda base level when I studied computer science more than 20 years ago so there are many many videos explaining it. It'd be nice to see videos that go into the various improvements that have been created since then.
ОтветитьGreat video, but could have been better if you showed which approach/algorithm is being implemented after adding the sound effects. you've put in great efforts.
ОтветитьThis works wonderfully but most of the outcomes are not the shortest distance.
Have you improved this algorithm to always give the shortest distance?
Hi Mr. Pasta, it's fortunate to see you not being gulped down by philosophers.
ОтветитьSound effect should be low fart at the start, then get higher pitched as it gets closer.
ОтветитьWow!
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