5 repository-uri
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
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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 este un motor de joc 2D HTML5 ușor, conceput pentru construirea de jocuri web folosind Canvas și WebGL fără dependențe externe. Integrează un renderer de sprite-uri WebGL, un motor de fizică 2D pentru coliziuni de tip arcade și dinamica corpurilor rigide, și un sistem de pathfinding A* bazat pe grilă pentru navigarea entităților. Motorul se distinge prin sintetizatorul său audio procedural, care generează muzică și efecte sonore la runtime folosind array-uri de parametri pentru a minimiza dimensiunile fișierelor. De asemenea, dispune de un pipeline grafic cuprinzător care suportă post-procesarea cu fragment-shader personalizat și un sistem dinamic de iluminare 2D. Framework-ul acoperă o gamă largă de capabilități de dezvoltare, inclusiv generarea de efecte de particule, animația de sprite-uri bazată pe cadre și randarea tilemap-urilor cu caching offscreen canvas. Oferă gestionarea unificată a input-ului pentru semnalele de la tastatură, mouse și gamepad, alături de utilitare pentru persistența stării jocului și urmărirea realizărilor prin stocare locală. Proiectul include instrumente pentru încărcarea datelor de nivel din fișiere formatate JSON și oferă overlay-uri vizuale de debugging pentru monitorizarea stării interne a motorului.
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.