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5 Repos

Awesome GitHub RepositoriesGrid Pathfinding

Algorithms 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

Explore 5 awesome GitHub repositories matching artificial intelligence & ml · Grid Pathfinding. Refine with filters or upvote what's useful.

Awesome Grid 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
  • 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
  • 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
  8. Grid Pathfinding

Unter-Tags erkunden

  • Grid CloningDuplicating a grid instance so the original remains unmodified after a pathfinding operation. **Distinct from Grid Pathfinding:** Distinct from Grid Pathfinding: focuses on preserving the original grid state by cloning, not the pathfinding algorithm itself.
  • Jump Point Search PathfindingA pathfinding algorithm that accelerates A* on uniform-cost grids by skipping large open areas. **Distinct from Grid Pathfinding:** Distinct from Grid Pathfinding: Jump Point Search is a specific optimization for uniform-cost grids, not a general grid pathfinding algorithm.
  • Obstacle DefinitionsMarking individual cells or entire matrices as blocked or walkable to define navigable space. **Distinct from Grid Pathfinding:** Distinct from Grid Pathfinding: focuses on defining which cells are obstacles, not the pathfinding algorithm itself.