What the tool does
An independent browser tool for standard 2×2, 3×3 and 4×4 cubes. Enter your cube, check its colors, then follow a verified solution one move at a time.
| Cube | Input | Solution |
|---|---|---|
| 2×2 | Six photos or 24 manual colors; custom six-color palettes supported. | A shortest solution in at most 11 moves, counting a half turn as one move. |
| 3×3 | Six photos or manual colors; fixed centers and custom six-color palettes supported. | A verified practical sequence; harder positions are not guaranteed shortest. |
| 4×4 | Manual entry of all 96 stickers, using the standard six-color scheme. | Centers, paired edges and valid parity cases, followed by a verified finish. Not guaranteed shortest. |
Photo input on the 2×2 and 3×3 suggests colors for you to review. Follow the guided order for six faces, adjust any outlines and compare the complete model with your cube before solving. Lighting, reflections and similar shades can still cause mistakes. The 4×4 currently uses manual input.
Photo input supports 2×2 and 3×3 cubes with six distinguishable colors, including custom palettes. Similar shades still need review. The 4×4 uses manual entry with standard colors. Picture cubes and shape modifications are outside this tool’s scope. How recognition and correction work →
The 2×2 solver searches for an optimal solution; the 3×3 solver does not guarantee optimality for harder positions. The main solver helps you follow calculated moves. The tutorials teach methods you can learn and use yourself.
How solutions are calculated
The 3×3 search uses the open-source cubejs library and the two-phase approach described by Herbert Kociemba. The search runs in a browser worker. Every result is applied to the entered sticker state and checked before it is shown.
The 2×2 solver searches all 3,674,160 positions after fixing one reference corner. It returns a shortest solution in the half-turn metric, ignoring whole-cube orientation, using at most 11 moves. The 3×3 solver first searches for a shortest solution through six moves, then uses the two-phase method for harder positions.
A 4×4 has 24 center pieces, 24 edge wings and eight corners. The solver first groups centers and pairs the edge wings, then finishes the reduced puzzle with 3×3 moves. It checks the full 96-sticker result before showing a solution. The sequence is a practical solution, not a guaranteed shortest one. 4×4 solver
Open-source credits
cubing.js · Shuang Chen (cs0x7f) · MPL-2.0 · License & source
The current interface uses Next.js and React. The original 3D simulator in this project uses Three.js and cubing.js. Those libraries retain their own licenses and copyright notices.
How the guides are checked
The examples use standard beginner formulas. Their starting positions and results are checked with the same move model as the solver. Source references are linked beside the relevant steps.
Photo input suggests colors for you to review. Reflections, lighting and different sticker shades can still cause mistakes. A correctly fitted grid does not guarantee correct colors.
This is an independent project. If an instruction is confusing or an example does not match its description, tell us which guide and step you were using.
Tell us where you got stuck
Send a bug report, a guide correction or an idea to [email protected]. Mention what you expected and what happened instead.