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