75 lines
3.0 KiB
HTML
75 lines
3.0 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Travelling Salesman Problem</title>
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<link rel="stylesheet" href="./style.css" />
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</head>
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<body>
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<div class="container">
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<a href="/#projects" class="back-button">← Back</a>
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<header>
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<h1>Travelling Salesman Problem</h1>
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<p class="subtitle">An interactive route visualiser built with WebGL and WebAssembly.</p>
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</header>
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<section>
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<p>
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After writing one of my first tutorials on the Travelling Salesman Problem, I wanted to revisit it with a slightly more technical stack.
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The backend is written in Zig (compiled to WebAssembly), and the rendering is done directly in WebGL instead of p5.js or Raylib.
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</p>
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<p>
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This project was also inspired by <a href="https://www.youtube.com/@sphaerophoria">sphaerophoria</a> who started a <a href="https://www.youtube.com/watch?v=RiLjPBci6Og&list=PL980gcR1LE3L8RoIMSNBFfw4dFfS3rrsk">series</a> on creating his own map.
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</p>
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<div class="info-box">
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<p>
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Drag points around the canvas and watch the route update in real time.
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</p>
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</div>
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</section>
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<div class="canvas-container">
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<div class="canvas-toolbar">
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<div class="control-group" aria-label="TSP controls">
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<label for="pointCountInput">Points</label>
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<input id="pointCountInput" type="number" min="5" max="100" step="1" value="36" />
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<button id="applyPointCountButton" class="action-button" type="button">Regenerate</button>
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</div>
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</div>
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<div class="canvas-shell">
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<canvas id="tsp-canvas" aria-label="Travelling Salesman Problem canvas">
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HTML5 canvas not supported in browser
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</canvas>
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</div>
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<div class="status-row">
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<div id="pointCountStatus" class="status">36 points</div>
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<p class="canvas-note">Tip: click and drag a point to recompute the route.</p>
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</div>
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</div>
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<section>
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<h3>Technical Details</h3>
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<p>
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The backend is written in Zig, and the route is built in two passes: a nearest-neighbour pass followed by a 2-opt local search.
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</p>
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<p>
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Point coordinates are stored in WebAssembly memory, and the route order is recalculated whenever the layout changes.
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Rendering is handled in WebGL to keep interaction smooth as the point count increases.
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</p>
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</section>
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<footer>
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<p>Built with Zig, WebGL2 and WebAssembly</p>
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</footer>
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</div>
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<script src="./point.js"></script>
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<script type="module" src="./main.js"></script>
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</body>
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</html>
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