5 repositorios
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.
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.
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.
This project is a real-time strategy game and military combat simulator focused on modern warfare. It provides a simulation where players build bases and command military units to achieve tactical objectives and execute combat operations across various global locations. The software functions as a user-generated content platform, featuring a community workshop for creating, uploading, and sharing custom maps. It also includes a narrative-driven single-player campaign consisting of a series of strategic missions. Gameplay involves battling computer-controlled commanders that utilize distinct
Implements grid-based pathfinding algorithms to calculate navigation routes and enforce building placement constraints.
LittleJS es un motor de juegos 2D HTML5 ligero diseñado para construir juegos web utilizando Canvas y WebGL sin dependencias externas. Integra un renderizador de sprites WebGL, un motor de física 2D para colisiones estilo arcade y dinámica de cuerpos rígidos, y un sistema de búsqueda de caminos A* basado en cuadrícula para la navegación de entidades. El motor se distingue por su sintetizador de audio procedimental, que genera música y efectos de sonido en tiempo de ejecución utilizando matrices de parámetros para minimizar el tamaño de los archivos. También cuenta con una tubería de gráficos integral que admite post-procesamiento de fragment-shader personalizado y un sistema de iluminación 2D dinámica. El framework cubre una amplia gama de capacidades de desarrollo, incluyendo generación de efectos de partículas, animación de sprites basada en fotogramas y renderizado de tilemaps con caché de canvas fuera de pantalla. Proporciona una gestión de entrada unificada para señales de teclado, ratón y gamepad, junto con utilidades para la persistencia del estado del juego y el seguimiento de logros a través del almacenamiento local. El proyecto incluye herramientas para cargar datos de nivel desde archivos con formato JSON y proporcionar superposiciones de depuración visual para monitorear el estado interno del motor.
Computes the shortest route between two points on a grid using A* pathfinding with smoothing.
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.