JavaScript (7)


I helped someone make a calculator and it looks beautiful all thanks to me


What is life?

I took a 2D game ( and made a 3D client for it. That means that some people are still playing in 2D, others in 3D.. woah.. what is life ;-;

Stas’s Maya Tools comin soon

Uh coming soon..

VS Code Flat Mac Icon

I got bored again and had nothing better to do than make another flat icon so heres one for VS Code, this time following the Itunes style where the the colors are “inverted”, so the white is inside and the gradient is the border. Check it:

If you want the ICNS or full size png you can download it here:

2016 round up

2016 has been a wild year, so I wanted to share what I accomplished so far; in chronological order..

Maya To SVG

  • Export Maya curves to SVG for Laser cutting / etc..

Adminless Fonts

  • Give regular users the ability to install fonts in Windows

A* Pathfinding

  • Simple test for my friend, shows off pathfinding with HTML5 Canvas

TSA 2017 Game Concept / Design

  • Initial work and concept for TSA 2016 Game Design

More to come until new years…

A* Pathfinding in HTML Canvas

My friend has been working on a new game called, and he reached out to me for the (best) solution for his AI. I instantly thought of the A* algorithm, a simple-to-adapt algorithm that will find the fastest path to a target while avoiding obstacles.

I made a simple HTML canvas app to show it off, check it out:

See the Pen PbKdzw by Stas Darevskiy (@stasadance) on CodePen.


This version of the A* requires the game world to be square, but can easily be fixed by modifying the for loops in:

function findPath(world, pathStart, pathEnd)
  // shortcuts for speed
    var abs = Math.abs;
    var max = Math.max;
    var pow = Math.pow;
    var sqrt = Math.sqrt;

    // the world data are integers:
    // anything higher than this number is considered blocked
    // this is handy is you use numbered sprites, more than one
    // of which is walkable road, grass, mud, etc
    var maxWalkableTileNum = 0;

    // keep track of the world dimensions
    // Note that this A-star implementation expects the world array to be square: 
    // it must have equal height and width. If your game world is rectangular, 
    // just fill the array with dummy values to pad the empty space.
    var worldWidth = world[0].length;
    var worldHeight = world.length;
    var worldSize = worldWidth * worldHeight;

    // which heuristic should we use?
    // default: no diagonals (Manhattan)
    var distanceFunction = ManhattanDistance;
    var findNeighbours = function(){}; // empty

Modify the heuristic to match your application, in which your game may need the algorithm to speed up or make a more accurate path. You can change var distanceFunction = ManhattanDistance; to DiagonalDistance or EuclideanDistance, and var findNeighbours = function() {}; to var findNeighbours = DiagonalNeighbours; or var findNeighbours = DiagonalNeighboursFree; (allows the path to go in between obstacles diagonally).


Find the source code for my rendition of the A* algorithm on my GitHub here: A* in HTML Canvas, or on the CodePen for it here: A* Pathfinding in HTML Canvas. Thanks to Christer (McFunkypants) Kaitila and Emanuele Feronato for help in the maze generation and overall A* basics.