Hex-grid utilities for board and strategy games with path-finding, field-of-view, and more
-
Updated
Dec 20, 2019 - C#
Hex-grid utilities for board and strategy games with path-finding, field-of-view, and more
A* search algorithm in TypeScript
A visualizer for the core search algorithms used in AI and game development. Special thanks to Amit Patel and his cool tutorials for providing me with the inspiration. #MadeWithUnity
A route planner using the A* algorithm (uses Open Street Map data)
A simple fastest route finder written in Java includes BFS, Djikstra(Speed limits included) and A* Algortihms also has the feature of visualization of visited nodes.
A small demo for the A* Pathfinding algorithm in unity3d. Characters in this scene act "turn based" walking one at a time to wherever you point them to
A Hybrid-A* planner with early stopping for efficient path planning and extended motion primitives to account for the motion capabilities of the U-Shift II vehicle. Author: Oliver Schumann
A grid geometry toolkit for A* pathfinding and 2D sprite motion.
AI Lab Offlines and Onlines
Top-Down Roguelite Game
Makes use of the C++ IO2D library to render a 2D model of a map showing the shortest path between two nodes determined using the A-Star path finding algorithm
A* Algorithm with a scalable GUI, "GPS" Find the shortest between X given Nodes, in order, like google maps steps
A program to solve randomly generated mazes using breath first search
ai python notebooks
Explore a map to find an optimal path from start to goal using classical search-based methods
Implement a navigational robot that performs global planning using A* and local planning using Vector Field Histogram (VFH) to help navigate the robot from start to end for a given map.
Artificial Intelligence program that navigates through a series of small underground caverns. This solution uses the A* Search Algorithm to calculate the shortest path.
CentA*, an A* algorithm extension, revolutionizes NPC pathfinding in Unreal Engine 5. Optimal start and end node selection improves efficiency. Developed with Blueprints and C++, it introduces diverse enemy behaviors via a behavior tree. Balancing accuracy and efficiency accommodates obstacles, dynamic environments, and multiple agents.
8 Puzzle problem solution with A* algorithm, BFS, and DFS.
Add a description, image, and links to the a-star-path-finding topic page so that developers can more easily learn about it.
To associate your repository with the a-star-path-finding topic, visit your repo's landing page and select "manage topics."