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Discover the world of pathfinding algorithms with my interactive visualizer. This app lets you explore and compare various pathfinding techniques in real time.
Perfect for students, educators, and anyone interested in algorithmic problem-solving. Understand how different pathfinding algorithms work and when to use them most effectively through clear visualizations.
more - bug fixes
- Level 1 -> Pathfinding -> "BFS (+ Gibis)" is now 1.42 times faster
- Level 1 -> Pathfinding -> "Dijkstra (+ Gibis)" is now 2.71 times faster
- Level 1 -> Reachability -> "Gibis O(1) Memory" is now 1.49 times faster
- Level 1 -> Flood Fill -> "Scanline 2 (+ Gibis)" is now 7.85 times faster
- Level 2 -> Flood Fill -> "Scanline 2 (+ Gibis)" is now 3 times faster
- Level 2.5 -> Flood Fill -> "Scanline 2 (+ Gibis)" is now 2.2 times faster
- Level 2.7 -> Flood Fill -> "Scanline (+ Gibis)" is now 2 times faster
- Level 1 -> CCL -> "Scanline 2 (+ Gibis)" is now 1.61 times faster
- Level 1 -> CCL -> "Two Pass (+ Gibis)" is now 4.81 times faster
- Level 2 -> CCL -> "Two Pass (+ Gibis)" is now 4.1 times faster
- Level 2.5 -> CCL -> "Two Pass (+ Gibis)" is now 2.52 times faster
- Level 2.7 -> CCL -> "Two Pass (+ Gibis)" is now 1.79 times faster
In level 1-2.5 Battle Royale modes in the Flood Fill Al category, the algorithms must now complete the level in under 0.4 seconds (previously it was 0.6 second, device-dependent), which has led to some re-evaluations.
In level 1-2.5 Battle Royale modes in the CCL Al category, the algorithms must now complete the level in under 0.5 seconds (previously it was 0.6 second, device-dependent), which has led to some re-evaluations.
2.7.2 Sep 26
- bug fixes
Benchmark:
- "GP. 6.0 Astra (Ultra)" was added
For 2.7 (Reachability, Flood Fill, and CCL) - AI Battle, I decided to make the grading criteria even stricter. Even if an algorithm is both correct and fast, it might still be rejected. The benchmarks include a lot of decoy information that sounds highly important but is actually unnecessary to achieve the correct result. AIs that fail to filter out this redundant data will be automatically disqualified.
2.7.1 Sep 8
- bug fixes
- new level 2.7 benchmarks
- new level 2.7 prompts
- new engine
Level 2.7 is extremely difficult. Every AI model was tested, and only the models that can be found in the benchmark were able to successfully complete it. Most models either ended up in infinite loops, hit their token limit, or simply failed to understand the prompt.
The benchmark is extremely strict: if even a single line of the solution is logically incorrect, the entire solution is rejected as a failure.
This also means that even frontier AI models struggle significantly with Level 2.7, making it a particularly challenging benchmark.
In level 1-2.5 Battle Royale modes in the Flood Fill AI category, the algorithms must now complete the level in under 0.6 seconds (previously it was 1 second, device-dependent), which has led to some re-evaluations.
In level 1-2.5 Battle Royale modes in the CCL AI category, the algorithms must now complete the level in under 0.6 seconds (previously it was 1 second, device-dependent), which has led to some re-evaluations.
- Level 1 -> Pathfinding -> "BFS (+ Gibis)" is now 2 times faster
- Level 1 -> CCL -> "Two Pass (+ Gibis)" is now 1.5 times faster
- Level 2 -> CCL -> "Two Pass (+ Gibis)" is now 1.2 times faster
- Level 2.5 -> CCL -> "Two Pass (+ Gibis)" is now 1.6 times faster
Benchmarks:
- "Kim K3" is unfinished because of a paywall
- "C. Fab. 5.1" some with Max and the rest with xHigh added. All with Max would need a month because of usage limits. + 2.7 hasn't been tested yet because I'm waiting for the reset.
- "Gem. Flash 3.8" was skipped because bugs everywhere
2.7 Sep 4
- bug fixes
- In all AI benchmarks, there's now a chart for each AI type, except for a few.
- 16k × 16k maps are no longer allowed on devices that don't have enough memory.
- Level 2.5 -> CCL -> "Two Pass (+ Gibis)" is now 1.21 times faster
- all new "GP" algorithms with xHigh
2.5.5 Jul 11
- bug fixes
- Level 1 -> Pathfinding -> "Dijkstra (+ Gibis) is now 1.23 times faster"
- Level 2 -> Pathfinding -> "A* Bucket (+ Gibis) is now 2.57 times faster"
- Level 2 -> Pathfinding -> "A* Sort (+ Gibis) is now 1.28 times faster"
- Level 2 -> Pathfinding -> "Greedy (+ Gibis) is now 1.15 times faster"
"C. Fab. 5.0" with max thinking...
2.5.4 Jun 13
- bug fixes
- Level 1 -> Pathfinding -> "Greedy (+ Gibis)" is now 6 times faster
- Level 2 -> Pathfinding -> "A* (+ Gibis)" is now 1.2 times faster
2.5.3 Jun 1
- bug fixes
In all Battle Royale modes in the Reachability category, the algorithms must now complete the level in under 0.1 seconds (previously it was 1 second, device-dependent), which has led to some re-evaluations.
In all Flood Fill Battle Royale modes, a new "Fill Area" slider has been added, allowing you to test algorithms within a dynamically scaled bounding box.
In all Reachability prompts i changed:
"- Exhaustive search: All relevant parts of the map must be explored until a definitive determination of reachability or non-reachability can be made; no artificial iteration limits are applied." to
"- Definitive Completion: If no early exit applies, explore the map efficiently until reachability or non-reachability is mathematically proven. No artificial iteration limits. You do NOT need to search the entire map if logic dictates the target is unreachable."
In Level 1 reachability prompt checks for diagonal movement were removed:
"
/// - If you allow diagonal movement, only allow it when both adjacent cardinal tiles are walkable.
/// For example, moving from (y, x) to (y+1, x+1) is only valid if (y+1, x) and (y, x+1) are both walkable.
/// - This prevents "corner cutting" but only applies if diagonal movement is implemented.
"
In Level 2 reachability prompt the line "/// Only cardinal movement." was added.
In every prompt, it was made clear that the map is always a power of two.
- maxHDiff changed from 60 to 64
- Level 1 -> CCL -> "Gibis Full Power" was renamed to "One Pass (+ Gibis)"
- Level 2 -> CCL -> "Gibis Full Power" was renamed to "One Pass (+ Gibis)"
- Level 1 -> Flood Fill -> "Gibis Full Power" was renamed to "One Pass (+ Gibis)"
- Level 2 -> Flood Fill -> "Gibis Full Power" was renamed to "One Pass (+ Gibis)"
- Level 1 -> Flood Fill -> new Algorithm: "Two Pass (+ Gibis)"
- Level 2 -> Flood Fill -> new Algorithm: "Two Pass (+ Gibis)"
- Level 1 -> CCL -> "Two Pass (+ Gibis)" is now 1.66 times faster
- Level 2 -> Pathfinding -> "A* Ragequit (+ Gibis)" is now 1.53 times faster
- Level 2 -> Pathfinding -> "Dijkstra (+ Gibis)" is now 1.53 times faster
- Level 2 -> Pathfinding -> "Dijkstra Ragequit (+ Gibis)" is now 1.32 times faster
- Level 2 -> Pathfinding -> "Dijkstra Bucket (+ Gibis)" is now 1.28 times faster
- Level 2 -> Flow Field -> "Dijkstra Bucket (+ Gibis)" is now 1.61 times faster
- Level 2 -> Flow Field -> "Dijkstra Ragequit (+ Gibis)" is now 1.5 times faster
- Level 2 -> Reachability -> "Gibis O(1) Memory" is now 1.22 times faster
- Level 2 -> CCL -> "Two Pass (+ Gibis)" is now 1.35 times faster
- Level 2.5 -> Pathfinding -> "A* Bucket 2 (+ Gibis)" is now 1.29 times faster
- Level 2.5 -> Pathfinding -> "A* Ragequit (+ Gibis)" is now 1.53 times faster
- Level 2.5 -> Pathfinding -> "Dijkstra Ragequit (+ Gibis)" is now 1.22 times faster
- Level 2.5 -> Pathfinding -> "Dijkstra Bucket (+ Gibis)" is now 1.13 times faster
- Level 2.5 -> Flow Field -> "Dijkstra Ragequit (+ Gibis)" is now 1.42 times faster
- Level 2.5 -> Flow Field -> "Dijkstra Bucket (+ Gibis)" is now 1.1 times faster
- Level 2.5 -> Reachability -> "Gibis O(1) Memory" is now 1.5 times faster
- Level 2.5 -> CCL -> "Two Pass (+ Gibis)" is now 1.8 times faster
An Xcode update I performed resulted in many algorithms changing their performance characteristics, likely due to updated compiler versions or build tools. Some algorithms became faster, while others regressed in performance, particularly in the greedy category, where execution times changed significantly.
The direct selection of AI algorithms will no longer be updated, as Level 2/2.5 will soon receive an engine update.
"C. Op. 4.8" with "max thinking" for all benchmarks...
2.5.2 May 31
- bug fixes
In all battle royale modes, you can now set the relative possible path length from the current position for all pathfinding algorithms, which in extreme cases has led to one or another re-evaluation.
In all Battle Royale modes in the Greedy category, the algorithms must now complete the level in under 0.1 seconds (previously it was 1 second), which has led to some re-evaluations.
The map generation for the Battle Royale mode in Level 2 and Level 2.5 is now much more sophisticated and creates a hilly landscape with trees that you would also see in a finished product — similar to what you'd find in a strategy game. This has led to a re-evaluation of some of the algorithms.
Flood Fill in Battle Royale (Level 1–2.5) had a bug, and now all algorithms run faster.
- Level 1 -> Pathfinding -> "Max Simple" has now animation
- Level 1 -> Pathfinding -> "Max Simple 2" has now animation
- Level 2.5 -> Pathfinding -> "BFS" has now animation
- Level 2.5 -> Pathfinding -> "DFS" has now animation
- Level 1 -> Pathfinding -> new Algorithm: "A* Hash-Based"
- Level 2 -> Pathfinding -> new Algorithm: "A* Hash-Based"
- Level 2.5 -> Pathfinding -> new Algorithm: "A* Hash-Based"
- Level 2.5 -> Pathfinding -> new Algorithm: "A* Row Col Bucket ( + Gibis )"
- Level 2.5 -> Pathfinding -> new Algorithm: "A* Bucket 2 ( + Gibis )"
- Level 2.5 -> Pathfinding -> new Algorithm: "A* Master Short (+ Gibis)"
- Level 2.5 -> Pathfinding -> new Algorithm: "DFS ( + Gibis )"
- Level 2 -> Pathfinding -> "Greedy ( + Gibis )" is now 2-6 times faster
- Level 2 -> Pathfinding -> "Dijkstra Bucket ( + Gibis )" is now 2.30 times faster
- Level 2 -> Pathfinding -> "Dijkstra Ragequit (+ Gibis )" is now 1.22 times faster
- Level 2 -> Pathfinding -> "Dijkstra Sort ( + Gibis )" is now 1.11 times faster
- Level 2 -> Flow Field -> "Dijkstra Bucket ( + Gibis )" is now 1.56 times faster
- Level 2.5 -> Flow Field -> "Dijkstra Bucket ( + Gibis )" is now 1.54 times faster
- Level 2.5 -> Pathfinding -> "Dijkstra Bucket ( + Gibis )" is now 1.64 times faster
- Level 2.5 -> Pathfinding -> "Greedy ( + Gibis )" is now 2-10 times faster
- Level 2.5 -> Pathfinding -> "A* Bucket ( + Gibis )" is now 1.05 times faster
- Level 2.5 -> Pathfinding -> "A* Sort ( + Gibis )" is now 1.03 times faster
- Level 2.5 -> Pathfinding -> "Dijkstra Sort ( + Gibis )" is now 1.18 times faster
- Level 2.5 -> Pathfinding -> "Dijkstra Ragequit (+ Gibis )" is now 1.1 times faster
- I made sure "C. Op. 4.7" used thinking for every benchmark...
2.5.1 Apr 28
- bug fixes
- new Level: level 2.5 ( more details down )
- Level 1 -> CCL -> "Two Pass" is now 1.23 times faster
- Level 1 -> Tree Search -> "Spiral 2D Array" is now 1.45 times faster
- Level 1 -> Reachability -> "Greedy ( + Gibis )" is now on AGI level
- Level 2 -> Flood Fill -> "BFS (+ Gibis)" is now 1.09 times faster
- Level 2 -> Tree Search -> "Spiral 2D Array" is now 1.39 times faster
- Level 2 -> Reachability -> "Greedy ( + Gibis )" is now on AGI level
- Level 1 -> Pathfinding -> new Algorithm: "A* Ragequit"
- Level 1 -> Pathfinding -> new Algorithm: "Dijkstra Ragequit"
- Level 1 -> Flood Fill -> new Algorithm: "Frontline 2" (which is on AGI level)
- Level 1 -> CCl -> new Algorithm: "Frontline"
###############
The following AI battle prompts have been adjusted, but will only be used after this update.
Additional A* text was added for levels 2 and 2.5:
WHAT COUNTS AS A*:
Your implementation qualifies as A* if and only if:
1. It tracks g-cost (actual cost from start) and h-cost (heuristic estimate to goal).
2. It guarantees finding the optimal (shortest) path.
Beyond these two requirements, you have COMPLETE CREATIVE FREEDOM. If you come up with a clever, unconventional approach that still uses g and h costs and finds the shortest path — that is not only allowed, it is ENCOURAGED. Think beyond textbook A*. Innovate.
Additional Dijkstra text was added for levels 2 and 2.5:
WHAT COUNTS AS DIJKSTRA:
Your implementation qualifies as Dijkstra if and only if:
1. It tracks g-cost (actual cost from start).
2. It guarantees finding the optimal (shortest) path.
Beyond these two requirements, you have COMPLETE CREATIVE FREEDOM. If you come up with a clever, unconventional approach that still uses g costs and finds the shortest path — that is not only allowed, it is ENCOURAGED. Think beyond textbook Dijkstra. Innovate.
And all prompts from Level 1 are now on the Level 2 / 2.5 schema.
Level 2.5:
Level 2.5 introduces a new diagonal movement rule that prevents unfair corner-cutting through walls — in both directions.
How it works
When moving diagonally (e.g. from one tile to a neighboring diagonal tile), the algorithm now performs two checks to decide if that move is allowed:
1. Forward Check (from your current position):
Look at the two cardinal neighbors that sit between you and the diagonal target. If both of them are too high relative to where you stand (i.e. they act like walls), the diagonal is blocked — you can't squeeze between two walls.
2. Backward Check (from the target position):
Now do the same thing in reverse — from the diagonal target, look back at those same two cardinal neighbors. If both are too high relative to the target tile, the diagonal is also blocked.
The diagonal move is only allowed if both checks pass — meaning at least one cardinal neighbor must be passable in each direction.
Why "blocked" ≠ "not walkable"
There's an important distinction in Level 2.5:
"Blocked" (for the diagonal check): A cardinal neighbor's height minus your current height exceeds the max height difference. Think of it as a wall that's too high to see or move past.
"Not walkable" (for actual movement): The absolute height difference exceeds the max — this includes tiles that are too high or too low (like a deep pit).
The diagonal check only cares about tiles that are too high (walls), not too low (pits). But the diagonal target itself must still pass the normal walkability check.
Why does this matter?
This bidirectional check ensures there are no one-way diagonal traps. A diagonal path must be logically traversable from both sides, making pathfinding fair and consistent.
Level 2.5 also introduces terrain costs. Certain tiles now have an additional movement cost depending on their terrain type.
A shorter path through swamp may end up being more expensive than a longer path around it.
2.5 Feb 27
- bug fixes
- Level 2 -> Reachability -> new Algorithm: "Row Col Buckets"
2.3.4 12/18/2025
- bug fixes
- there was a memory leak
- Level 1 -> "Pathfinding" -> "Max Simple 2" is now fixed
- Level 1 -> "Pathfinding" -> "JPS (2011)" is now fixed
- Level 2 -> "Pathfinding" -> "Greedy Best-First Search" is now 3.03 times faster
- Level 2 -> "Pathfinding" -> "Dijkstra Bucket ( + Gibis )" is now 1.04 times faster
- Level 2 -> "Flood Fill" -> "BFS Set" is now 6.71 times faster
- Level 1 -> "Pathfinding" -> new Algorithm: "JPS ( + Gibis )"
- Level 1 -> "Reachability" -> new Algorithm: "Row Col Buckets"
- Level 1 -> "Reachability" -> new Algorithm: "Matrix Multiplication"
- Level 2 -> "Pathfinding" -> new Algorithm: "Max Simple 2"
- Level 2 -> "Pathfinding" -> new Algorithm: "Dijkstra ( + Gibis )"
- Level 2 -> "Pathfinding" -> new Algorithm: "A* Ragequit"
- Level 2 -> "Pathfinding" -> new Algorithm: "Dijkstra Ragequit"
- Level 2 -> "Flow Field" -> new Algorithm: "Dijkstra Air"
- Level 2 -> "Flow Field" -> new Algorithm: "Dijkstra Ragequit"
2.3.3 12/09/2025
- bug fixes
- Battle Royale on Level 1 and Level 2 runs its algorithms ten times and then uses the average.
- In reachability and reachability-AI battles, the target may now sometimes be unreachable, which required a reevaluation of the algorithms.
- Level 1 -> "Pathfinding" -> "A* (+ Gibis)" is now 1.14 times faster
- Level 1 -> "Flood Fill" -> "BFS Recursive" is now 7.8 times faster
- Level 1 -> "Flood Fill" -> "BFS (+ Gibis)" is now 1.05 times faster
- Level 2 -> new Mode: "Flow Field"
- Level 2 -> "Pathfinding" -> "A* (+ Gibis)" was renamed to "A* Bucket (+ Gibis)"
- Level 2 -> "Pathfinding" -> "A* Bucket (+ Gibis)" is now 1.24 times faster
- Level 2 -> "Pathfinding" -> "Greedy (+ Gibis)" is now 1.73 times faster
- Level 2 -> "Pathfinding" -> "Dijkstra Sort (+ Gibis)" is now 1.1 times faster
- Level 2 -> "Pathfinding" -> "Dijkstra Bucket (+ Gibis)" is now 1.04 times faster
- Level 2 -> "Pathfinding" -> "Dijkstra Air" is now 1.79 times faster
- Level 2 -> "Flood Fill" -> "BFS ( + Gibis )" is now 1.17 times faster
- Level 2 -> "Flood Fill" -> "DFS ( + Gibis )" is now 1.11 times faster
- Level 2 -> "Flood Fill" -> "BFS Recursive" is now 7.8 times faster
- Level 2 -> "CCL" -> "BFS ( + Gibis )" is now 1.17 times faster
- Level 2 -> "Pathfinding" -> new Algorithm: "BFS ( + Gibis )"
- Level 2 -> "Pathfinding" -> new Algorithm: "Dijkstra Scout"
- Level 2 -> "Pathfinding" -> new Algorithm: "A* Sort(+ Gibis)"
2.3.2 12/01/2025
- bug fixes
- Level 1 -> Mode: "Pathfinding" -> "Spiral Search" is now 1.47 times faster
- Level 2 -> Mode: "Pathfinding" -> algorithm: "Dijkstra (+ Gibis)" renamed to "Dijkstra Bucket (+ Gibis)"
- Level 2 -> Mode: "Pathfinding" -> new algorithm: "DIjkstra Sort (+ Gibis)"
- Level 1 -> Mode: "Tree Search" -> new algorithm: "Expanding Square Set"
- Level 2 -> Mode: "Tree Search" -> new algorithm: "Expanding Square Set"
2.3.1 11/20/2025
- bug fixes
- the bar that used to say "n times in 2 s" was changed to "n times per frame (60 FPS)" since that’s more interesting
- Level 1 -> Pathfinding memory problem with animation is now fixed and the animations are smoother
- Level 1 -> Reachablility memory problem with animation is now fixed and the animations are smoother
- Level 1 -> Flood Fill memory problem with animation is now fixed and the animations are smoother
- Level 1 -> Mode "Pathfinding AI Battle" is now splitted in "AStar AI Battle", "Dijkstra AI Battle", "Greedy AI Battle", "BFS AI Battle"
- Level 1 -> new Mode: "CCL AI Battle"
- Level 1 -> new Mode: "Battle Royale"
- Level 2 -> new Mode: "Battle Royale"
- Level 2 -> new Mode: "AStar AI Battle"
- Level 2 -> new Mode: "Dijkstra AI Battle"
- Level 2 -> new Mode: "Greedy AI Battle"
- Level 2 -> new Mode: "Reachability AI Battle"
- Level 1 -> Pathfinding -> "Dijkstra (+ Gibis)" is now 1.37 times faster
- Level 1 -> Pathfinding -> "AStar (+ Gibis)" is now 1.078 times faster
- Level 1 -> Pathfinding -> "Gibis Instinct" is now 2.7 times faster
- Level 1 -> Pathfinding -> "Greedy (+ Gibis)" is now 1.13 times faster
- Level 1 -> Pathfinding -> "BFS (+ Gibis)" is now 1.64 times faster
- Level 1 -> Pathfinding -> "DFS (+ Gibis)" is now 1.48 times faster
- Level 1 -> Reachability -> "BFS Array Bidirectional" is now 1.7 times faster
- Level 1 -> CCL -> "Gibis Full Power" is now 1.27 times faster
- Level 2 -> Pathfinding -> "AStar (industry standard)" is now 7.66 times faster
- Level 2 -> Pathfinding -> "Dijkstra (1956)" is now 9.39 times faster
- Level 2 -> Pathfinding -> "Breadth-First Search" is now 27 times faster
- Level 2 -> Pathfinding -> "Depth-First Search" is now 22.88 times faster
- Level 2 -> Pathfinding -> "AStar (+ Gibis )" is now 1.05 times faster
- Level 2 -> Pathfinding -> "Greedy ( + Gibis )" is now 2.82 times faster
- Level 2 -> Pathfinding -> "DFS ( + Gibis )" is now 2 times faster
- Level 2 -> Reachability -> "BFS ( + Gibis )" is now 1.2 times faster
- Level 2 -> Reachability -> "DFS ( + Gibis )" is now 1.3 times faster
- Level 2 -> Reachability -> "BFS Array Bidirectional" is now 1.7 times faster and renamed to "BFS Bidirect. ( + Gibis )"
- Level 2 -> Reachability -> "Scanline" is now 5.63 times faster and renamed to "Scanline ( + Gibis )"
- Level 2 -> Flood Fill -> "BFS ( + Gibis )" is now 1.05 times faster
- Level 2 -> Flood Fill -> "DFS ( + Gibis )" is now 1.02 times faster
- Level 2 -> CCL -> "BFS ( + Gibis )" is now 1.12 times faster
- Level 2 -> CCL -> "Scanline ( + Gibis )" is now 1.06 times faster
- Level 1 -> Reachability -> new Algorithm: "Greedy ( + Gibis )"
- Level 1 -> Reachability -> new Algorithm: "Scanline ( + Gibis )"
- Level 2 -> Pathfinding -> new Algorithm: "Dijkstra Air" : something between Dijkstra and BFS
2.3 11/19/2025
-bug fixes
-Slider problem in iOS 26 is fixed
Level 1 → New Mode: "Connected Component Labeling"
Level 2 → New Mode: "Connected Component Labeling"
Level 2 → New Mode: "CCL AI Battle"
Level 1 → Pathfinding → BFS ( + Gibis ) has now animation
Level 1 → Reachability → DFS ( + Gibis ) has now animation
Level 2 → Flood Fill → Rectangle Fill has now animation
Level 2 → Flood Fill → DFS has now animation
Level 1 -> Pathfinding -> Dijkstra ( + Gibis ) is now 1.33 times faster
Level 1 -> Pathfinding -> BFS ( + Gibis ) is now 1.1 times faster
Level 1 -> Pathfinding -> AStar ( + Gibis ) is now 1.6 times faster
Level 1 -> Pathfinding -> Greedy ( + Gibis ) is now 1.43 times faster
Level 1 -> Reachability -> DFS ( + Gibis ) is now 4 times faster and visit 10 times less nodes
Level 1 -> Tree Search -> "BFS Array" is now 1.47 times faster
Level 1 -> Tree Search -> "Expanding Square" is now 1.26 times faster
Level 1 -> Tree Sort -> "BFS Array" is now 6.17 times faster
Level 2 -> Tree Search -> "BFS Array" is now 2 times faster
Level 1 → Pathfinding → new Algorithm: "DFS (+ Gibis)". The path quality is as poor as usual with DFS, but this DFS is over 100 times faster than a naive implementation.
Level 1 → Reachability -> new Algorithm: "BFS ( + Gibis )"
Level 1 → Flood Fill -> new Algorithm: "Bubble Pop"
Level 1 → Flood Fill -> new Algorithm: "Frontline"
Level 2 → Pathfinding → new Algorithm: "DFS (+ Gibis)"
Level 2 → Reachability -> new Algorithm: "DFS ( + Gibis )"
Level 1 → Reachability → removed Algorithm: "mgSearchUltraInstinct without smooth"
Level 1 → Flood Fill → removed Algorithm: "Gibis + Ultra Instinct"
2.2 10/04/2025
-bug fixes
2.1.4 09/04/2025
-bug fixes
2.1.3 09/03/2025
-Bug fixes
-Level 2 -> you can now build walls
-Level 2 -> new Mode -> "Flood Fill AI Battle"
-Level 1 -> Pathfinding-> "Greedy Best-First Search" is now 8.72 times faster
-Level 1 -> Pathfinding-> "Dijkstra ( + Gibis )" is now 1.3 times faster
-Level 1 -> Pathfinding-> "A* ( + Gibis )" is now 1.12 times faster
-Level 1 -> Group Pathfinding-> "Dijkstra + Gibis (Group)" is now 1.18 times faster
-Level 1 -> Flood Fill -> "Scanline ( + Gibis )" is now 1.15 times faster
-Level 2 -> Flood Fill -> "Gibis Full Power" is now 4 times faster in very dense forests
-Level 2 -> Pathfinding-> "Dijkstra ( + Gibis )" is now 1.91 times faster
-Level 2 -> Pathfinding-> "A* ( + Gibis )" is now 1.07 times faster
-Level 1 -> Reachability Check -> new Algorithm: "DFS ( + Gibis )"
-Level 1 -> Flood Fill -> new Algorithm: "BFS ( + Gibis )"
-Level 1 -> Pathfinding -> new Algorithm: "BFS ( + Gibis )"
-Level 2 -> Pathfinding -> new Algorithm: "Greedy ( + Gibis )"
-Level 2 -> Flood Fill -> new Algorithm: "Gibis + Expanding Rectangle"
-Level 2 -> Flood Fill -> new Algorithm: "BFS ( + Gibis )"
-Level 2 -> Flood Fill -> new Algorithm: "DFS ( + Gibis )"
-Level 2 -> Reachability Check -> new Algorithm: "BFS Greedy ( + Gibis )"
-Level 2 -> Reachability Check -> new Algorithm: "BFS ( + Gibis )"
AI:
-Level 1 -> Pathfinding -> new Algorithm: "A* M. Copi. August 2025"
-Level 1 -> Pathfinding -> new Algorithm: "A* DeepS. August 2025"
-Level 1 -> Pathfinding -> new Algorithm: "A* GP. 5"
-Level 1 -> Pathfinding -> new Algorithm: "A* C. Op. 4.1"
-Level 1 -> Pathfinding -> new Algorithm: "A* GRK 4"
-Level 1 -> Pathfinding -> new Algorithm: "Dijkstra M. Copi. August 2025"
-Level 1 -> Pathfinding -> new Algorithm: "Dijkstra DeepS. August 2025"
-Level 1 -> Pathfinding -> new Algorithm: "Dijkstra GP. 5"
-Level 1 -> Pathfinding -> new Algorithm: "Dijkstra C. Op. 4.1"
-Level 1 -> Pathfinding -> new Algorithm: "Dijkstra GRK 4"
-Level 1 -> Pathfinding -> new Algorithm: "Greedy M. Copi. August 2025"
-Level 1 -> Pathfinding -> new Algorithm: "Greedy DeepS. August 2025"
-Level 1 -> Pathfinding -> new Algorithm: "Greedy GP. 5"
-Level 1 -> Pathfinding -> new Algorithm: "Greedy C. Op. 4.1"
-Level 1 -> Pathfinding -> new Algorithm: "Greedy GRK 4"
-Level 1 -> Reachability -> new Algorithm: "M. Copi. August 2025"
-Level 1 -> Reachability -> new Algorithm: "DeepS. August 2025"
-Level 1 -> Reachability -> new Algorithm: "GP. 5"
-Level 1 -> Reachability -> new Algorithm: "C. Op. 4.1"
-Level 1 -> Reachability -> new Algorithm: "GRK 4"
-Level 1 -> Flood Fill -> new Algorithm: "M. Copi. August 2025"
-Level 1 -> Flood Fill -> new Algorithm: "DeepS. August 2025"
-Level 1 -> Flood Fill -> new Algorithm: "GP. 5"
-Level 1 -> Flood Fill -> new Algorithm: "C. Op. 4.1"
-Level 1 -> Flood Fill -> new Algorithm: "GRK 4"
2.1.2 09/01/2025
-bug fixes
- Level 1 -> new Mode: Pathfinding AI Battle -> you can now compare AI algorithms, which you get these days if you ask for the best performance (prompt included)
- Level 1 -> new Mode: Reachability Check AI Battle -> you can now compare AI algorithms, which you get these days if you ask for the best performance (prompt included)
- Level 1 -> new Mode: Flood Fill AI Battle -> you can now compare AI algorithms, which you get these days if you ask for the best performance (prompt included)
-Level 1 -> Pathfinding-> "mgSearch ( Gibis )" got renamed to "Dijkstra ( + Gibis )"
-Level 1 -> Pathfinding-> "Dijkstra ( + Gibis )" is now 1.38 times faster
-Level 1 -> Pathfinding-> "A* (industry standard)" is now 7 times faster
-Level 1 -> Reachability Check -> "reachabilityCheck (BFS Array Bidirectional) " is now 19 times faster
-Level 1 -> Reachability Check -> "reachabilityCheck (DFS Array) " is now 20 times faster
-Level 1 -> Flood Fill -> "Flood Fill (BFS Set)" is now 2 times faster
-Level 1 -> Flood Fill -> "Flood Fill (BFS Array)" is now 5.7 times faster
-Level 1 -> Flood Fill -> "Flood Fill (Gibis Full Power)" is now 1.11 times faster
-Level 1 -> Tree Search -> "treeSearch (BFS Array)" is now 5.8 times faster
-Level 2 -> Reachability Check -> "reachabilityCheck (BFS Array Bidirectional) " is now 9 times faster
-Level 2 -> Flood Fill -> "Flood Fill (BFS Array)" is now 10 times faster
-Level 2 -> Flood Fill -> "Flood Fill (Gibis Full Power)" is now 1.5 times faster (depending on conditions but faster)
-Level 2 -> Tree Search -> "treeSearch (BFS Array)" is now 8 times faster
-Level 1 -> Pathfinding -> new Algorithm: "Greedy ( + Gibis )"
-Level 1 -> Flood Fill -> new Algorithm: "Flood Fill (DFS Array)"
-Level 1 -> Flood Fill -> new Algorithm: "Flood Fill (Rectangle Fill)"
-Level 1 -> Flood Fill -> new Algorithm: "Flood Fill (Anti BFS)"
-Level 1 -> Flood Fill -> new Algorithm: "Flood Fill (Gibis + Expanding Rectangle)"
-Level 1 -> Flood Fill -> new Algorithm: "Flood Fill ( Scanline + Gibis )
-Level 2 -> Flood Fill -> new Algorithm: "Flood Fill (Rectangle Fill)"
-Level 2 -> Flood Fill -> new Algorithm: "Flood Fill ( Scanline + Gibis )
2.1.1 07/29/2025
-bug fixes
-Level 1 -> new mode: "Group Pathfinding"
-Level 1 -> new mode : "Tree Sort"
-Level 1 -> Pathfinding -> "mgSearch (God Instinct)" is now 10% faster
-Level 1 -> Pathfinding -> "mgSearch (Ultra Instinct)" is now 10% faster
-Level 1 -> Pathfinding -> "mgSearch (Gibis)" finds now allways the shortest path
-Level 1 -> Pathfinding -> new Algorithm: "A* ( + Gibis )" which is 12 times faster than the normal one
-Level 1 -> Pathfinding -> new Algorithm: "mgSearch ( Max Simple )" which needs on average 2 to 3 microseconds to find a path
-Level 1 -> Pathfinding -> new Algorithm: "mgSearch ( Max Simple 2)" which needs on average 2 to 3 microseconds to find a path
-Level 2 -> Pathfinding -> new Algorithm: "A* ( + Gibis )" which is 5 to 6 times faster than the normal one
-Level 2 -> Pathfinding -> new Algorithm: "mgSearch ( Max Simple )". On a 16,384 × 16,384 map, it finds a path in 1.4 ms (from left down to right up)
2.1 07/08/2025
-bug fixes
-Level 1 -> Reachablility Check -> "mgReachabilityCheck (Gibis)" is now 15% faster
-Level 2 -> you can now create water and grass
2.0.1 06/15/2025
-bug fixes
-Level 2 has been unlocked: you can now benchmark and visualize pathfinding, tree search, flood fill, and reachability in an isometric 2D world.
-Level 1 → New mode ('Pathfinding with Bounding Box') → See how much faster A*, Dijkstra, BFS, DFS, and Greedy become when using a bounding box."
-The code for the bounding box is on GitHub. You can find the link in this app.
-Level 1 → Pathfinding → Greedy: the animation is now much faster.
-Level 1 → Pathfinding → BFS: the animation is now much faster.
-Level 1 → Pathfinding → DFS: the animation is now much faster.
-Level 1 → Pathfinding → Spiral: the animation is now much faster.
-Level 1 → Pathfinding → Double Spiral: the animation is now much faster.
-Level 1 → Pathfinding → Dijkstra: the animation is now much faster.
-Level 1 → Reachability Check → Gibis: the animation is now much faster.
-Level 1 → Reachability Check → Flood Fill: the animation is now much faster.
-Level 1 → Reachability Check → Flood Fill Greedy: the animation is now much faster.
-Level 1 → Reachability Check → Scan Line: the animation is now much faster.
-Level 1 → Reachability Check → Random Walk: the animation is now much faster.
-Level 1 → Flood Fill → Flood Fill: the animation is now much faster.
-Level 1 → Flood Fill → Scan Line: the animation is now much faster.
-Level 1 → Flood Fill → Forest Fire: the animation is now much faster.
-Level 1 → Flood Fill → Gibis Full Power: is now 5% faster.
2.0 06/09/2025
-bug fixes
-Pathfinding Mode: "mgSearch (Ultra Instinct)" is now over twice as fast on longer paths
-Pathfinding Mode: new algorithm "mgSearch (God Instinct)" is now live
-Tree Search Mode: new Algorithm: "treeSearch (Random Walk)" was added
-Reachability Check Mode:
"mgReachability Check (Gibis)" is now 2 times faster
"mgReachability Check (Gibis)" has now animation for better understanding
source code for "mgReachability Check (Gibis)" is now available on GitHub – you can find the link in this app
1.7.1 06/02/2025
-bug fixes
-A* and other algorithms have now better binary heap
-Flood Fill Mode: "setWalkAbleArea (F.F. Array)" is now more than 3 times faster
-Flood Fill Mode: "setWalkAbleArea (Scan Line Array)" is now more than 5 times faster
-Pathfinding Mode: "mgSearch (Gibis)" is now 15% faster
-New Mode: Line Of Sight
-New Mode: Points In Sight
-New Mode: Cursor Reachability
1.7 05/25/2025
-bug fixes
-you can now toggle between executionTime and executionCount
-Pathfinding: mgSearch (Gibis) is now faster and has one less bug
-Pathfinding: mgSearch (Ultra Instinct) is now 5% faster and has one less bug
-Reachability Check: mgSearch (Ultra Instinct w/o Smooth) is now 10% to 40% faster and has one less bug
-Reachability Check: mgReachabilityCheck (Gibis) has one less bug
-Pathfinding: mgSearch (Gibis New Instinct) is now live — twice as fast as Gibis over long distances and often finds the shortest path
-new Mode: "AStar Heuristic Impact" – You can now test how different heuristics impact the A algorithm
1.6 05/23/2025
- bug fixes
- Level 1 -> Pathfinding -> "BFS (+ Gibis)" is now 1.42 times faster
- Level 1 -> Pathfinding -> "Dijkstra (+ Gibis)" is now 2.71 times faster
- Level 1 -> Reachability -> "Gibis O(1) Memory" is now 1.49 times faster
- Level 1 -> Flood Fill -> "Scanline 2 (+ Gibis)" is now 7.85 times faster
- Level 2 -> Flood Fill -> "Scanline 2 (+ Gibis)" is now 3 times faster
- Level 2.5 -> Flood Fill -> "Scanline 2 (+ Gibis)" is now 2.2 times faster
- Level 2.7 -> Flood Fill -> "Scanline (+ Gibis)" is now 2 times faster
- Level 1 -> CCL -> "Scanline 2 (+ Gibis)" is now 1.61 times faster
- Level 1 -> CCL -> "Two Pass (+ Gibis)" is now 4.81 times faster
- Level 2 -> CCL -> "Two Pass (+ Gibis)" is now 4.1 times faster
- Level 2.5 -> CCL -> "Two Pass (+ Gibis)" is now 2.52 times faster
- Level 2.7 -> CCL -> "Two Pass (+ Gibis)" is now 1.79 times faster
In level 1-2.5 Battle Royale modes in the Flood Fill Al category, the algorithms must now complete the level in under 0.4 seconds (previously it was 0.6 second, device-dependent), which has led to some re-evaluations.
In level 1-2.5 Battle Royale modes in the CCL Al category, the algorithms must now complete the level in under 0.5 seconds (previously it was 0.6 second, device-dependent), which has led to some re-evaluations.
more Version 2.7.2 Sep 26
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