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8 Repos

Awesome GitHub RepositoriesGame World Pathfinding

Frameworks for automating character movement and pathfinding across large game environments.

Distinct from Grid World Simulation Frameworks: Distinct from grid world simulation: focuses on navigation within complex 3D game worlds rather than grid-based RL environments.

Explore 8 awesome GitHub repositories matching artificial intelligence & ml · Game World Pathfinding. Refine with filters or upvote what's useful.

Awesome Game World Pathfinding GitHub Repositories

Finde die besten Repos mit KI.Wir suchen mit KI nach den am besten passenden Repositories.
  • azl397985856/leetcodeAvatar von azl397985856

    azl397985856/leetcode

    55,758Auf GitHub ansehen↗

    This project is a curated educational resource and solution repository for algorithmic challenges, specifically focused on LeetCode problems. It serves as a technical reference for common data structures and algorithmic patterns, providing verified code implementations across multiple programming languages alongside detailed logic and complexity analysis. The repository functions as a comprehensive study guide for competitive programming and technical interview preparation. It includes specialized learning tools such as an Anki flashcard dataset for spaced repetition and a browser extension t

    The project calculates the total number of unique paths in a grid using dynamic programming or memoized recursion.

    JavaScriptalgoalgorithmalgorithms
    Auf GitHub ansehen↗55,758
  • babalae/better-genshin-impactAvatar von babalae

    babalae/better-genshin-impact

    12,606Auf GitHub ansehen↗

    Better Genshin Impact is a computer vision-based automation framework designed to perform repetitive tasks and combat sequences within game environments. It functions as a macro scripting engine that utilizes synthetic input injection to simulate human interaction with the operating system, allowing for hands-free execution of complex gameplay loops. The system distinguishes itself through a combination of template-matching visual recognition and state-machine logic, which enables the software to identify on-screen game elements and transition between operational states in real time. By mappi

    Automates character movement to reach specific locations for efficient exploration and farming.

    C#auto-play-gameautomaticgenius-invokation-tcg
    Auf GitHub ansehen↗12,606
  • egametang/etAvatar von egametang

    egametang/ET

    9,813Auf GitHub ansehen↗

    ET is a C# game server framework and distributed actor model runtime designed for large-scale multiplayer environments. It provides a comprehensive toolkit for building distributed game backends, incorporating a multiplayer network transport layer and a specialized suite for game AI and pathfinding. The framework is distinguished by its use of a distributed actor model to scale processing across multiple threads and servers, utilizing isolated actors for state management and messaging. It features a unified codebase architecture that allows shared logic between the server and client, enabling

    Performs server-side navigation and pathfinding using a native language implementation of industry-standard navigation meshes.

    C#actorc-sharpdotnet
    Auf GitHub ansehen↗9,813
  • qiao/pathfinding.jsAvatar von qiao

    qiao/PathFinding.js

    8,701Auf GitHub ansehen↗

    PathFinding.js is a grid-based pathfinding library that implements multiple search algorithms for computing optimal routes on 2D maps. It provides implementations of A*, Dijkstra, Breadth-First Search, and Jump Point Search, each designed to find the shortest path between two points on a grid while avoiding obstacles. The library is built around a pluggable architecture where each pathfinding strategy shares a common interface, allowing algorithms to be selected at runtime without modifying core logic. It includes a configurable diagonal movement rule engine that controls diagonal traversal b

    A library that computes shortest routes on 2D grids using multiple search algorithms like A* and Dijkstra.

    JavaScript
    Auf GitHub ansehen↗8,701
  • electronicarts/cnc_generals_zero_hourAvatar von electronicarts

    electronicarts/CnC_Generals_Zero_Hour

    4,619Auf GitHub ansehen↗

    Dieses Projekt ist ein Echtzeit-Strategiespiel und Militärkampfsimulator mit Fokus auf moderne Kriegsführung. Es bietet eine Simulation, in der Spieler Basen aufbauen und Militäreinheiten befehligen, um taktische Ziele zu erreichen und Kampfoperationen an verschiedenen globalen Standorten durchzuführen. Die Software fungiert als Plattform für nutzergenerierte Inhalte und bietet einen Community-Workshop zum Erstellen, Hochladen und Teilen benutzerdefinierter Karten. Sie enthält zudem eine erzählerische Einzelspieler-Kampagne, die aus einer Reihe strategischer Missionen besteht. Das Gameplay beinhaltet Kämpfe gegen computergesteuerte Befehlshaber, die über unterschiedliche taktische Persönlichkeiten verfügen. Die Simulation deckt Armeekomposition, strategische Upgrades und KI-Kampfsimulation ab.

    Implements grid-based pathfinding algorithms to calculate navigation routes and enforce building placement constraints.

    C++command-and-conqueropen-sourcereal-time-strategy
    Auf GitHub ansehen↗4,619
  • praydog/reframeworkAvatar von praydog

    praydog/REFramework

    4,423Auf GitHub ansehen↗

    REFramework is a runtime modding framework for games built on the RE Engine, providing a C# plugin system with typed proxy code generation, a Lua scripting interface, an ImGui-based UI system, a runtime debugging toolkit, and a VR integration layer. At its core, it intercepts and modifies internal game engine functions and state at runtime through hooking and scripting APIs, enabling deep inspection and manipulation of live game objects. The framework distinguishes itself through typed proxy code generation that auto-creates C# interfaces from the game's type database, giving compile-time saf

    REFramework sets the world position of a transform, optionally skipping dirty marking when the scene is locked.

    C++cmkrcppdmc5
    Auf GitHub ansehen↗4,423
  • killedbyapixel/littlejsAvatar von KilledByAPixel

    KilledByAPixel/LittleJS

    4,127Auf GitHub ansehen↗

    LittleJS is a lightweight HTML5 2D game engine designed for building web games using Canvas and WebGL without external dependencies. It integrates a WebGL sprite renderer, a 2D physics engine for arcade-style collisions and rigid-body dynamics, and a grid-based A* pathfinding system for entity navigation. The engine is distinguished by its procedural audio synthesizer, which generates music and sound effects at runtime using parameter arrays to minimize file sizes. It also features a comprehensive graphics pipeline that supports custom fragment-shader post-processing and a dynamic 2D lighting

    Computes the shortest route between two points on a grid using A* pathfinding with smoothing.

    JavaScriptbox2dgame-developmentgame-engine
    Auf GitHub ansehen↗4,127
  • space-wizards/space-station-14Avatar von space-wizards

    space-wizards/space-station-14

    3,523Auf GitHub ansehen↗

    Space Station 14 is a C# multiplayer game and roleplay simulation framework. It is built upon an Entity-Component-System (ECS) game engine that separates logic into systems and data into components to manage complex entity interactions. The project functions as a grid-based physics simulator with a YAML data-driven prototype system for defining game objects. The project features a specialized 2D sprite rendering engine that maps server-side appearance data to client-side shaders. It implements a networking model with client-side prediction and dirty-flagged state synchronization to reduce inp

    Utilizes A* and Breadth-First Search algorithms to determine optimal routes across grid-based game world graphs.

    C#c-sharpgamehacktoberfest
    Auf GitHub ansehen↗3,523
  1. Home
  2. Artificial Intelligence & ML
  3. Machine Learning
  4. Frameworks
  5. Reinforcement Learning Environments
  6. Grid World Simulation Frameworks
  7. Game World Pathfinding

Unter-Tags erkunden

  • Grid Pathfinding3 Sub-TagsAlgorithms for calculating optimal or total paths within a grid-based coordinate system. **Distinct from Game World Pathfinding:** Focuses on algorithmic path counting and optimization in grids rather than high-level game world navigation frameworks
  • Transform Position SettersAPIs for setting the world or local position of a game object's transform component. **Distinct from Game World Pathfinding:** Distinct from Game World Pathfinding: focuses on directly setting a transform's position, not on pathfinding or movement automation.