VibeStar! Voxel A* Pathfinder

This demo uses Web Workers and A* pathfinding (with a Min-Heap) to navigate agents (boids) through a procedural voxel world. Visualization uses shader-based points or cubes.

Click a lit face in the world to set a global target (Orange Sphere). Boids will pathfind once and stop upon arrival. Click empty space to clear the target; idle boids will then start pathing to random locations (staggered).

Experiment!

Play with all the controls! Adjust sliders like Boid Count, Worker Count, Max Path Nodes, and Worker Viz Sample Limit to see how they impact performance (FPS, Worker Load, Path Speed). Tweak visual sliders like World Opacity or toggle the A* Viz / Boid Paths checkboxes.

Visualization

Vibecoded April 9th, 2024 by Trent Sterling & Gemini 2.5

Initializing...
FPS: --
Busy Workers (Now/Max): --/--/--
Worker Queue (Now/Max): --/--
Idle/Wait Boids:--
Paths/sec: --

World Gen: -- ms
Meshing: -- ms
Avg Path: -- ms

Render Call: -- ms
Manager Upd: -- ms
DebugViz Upd: -- ms
Particles Upd: -- ms
Controls Upd: -- ms

World & Agent Controls


Visual Controls

About · More by Tront

VibeStar by Tront

VibeStar visualises A* pathfinding as it runs: watch the open set spread, the heuristic pull the search toward the goal, and the final path get reconstructed. The search runs in web workers so the page stays responsive on big grids, and most of the algorithm is exposed as settings you can change.

One page, no install. By Tront (Trent Sterling), who also wrote the shortest-path and maze demos next door.

More from Tront

All games and tools · Devlog · Discord · Source on GitHub · tront.xyz