Showing 36 of 37 projects
Industry-standard navigation-mesh generation and pathfinding toolset for games, powering AI navigation in Unity, Unreal, and Godot.
A fast, open-source routing engine for OpenStreetMap, usable as a Java library or standalone web server.
A free, feature-rich 2D framework built on top of MonoGame and FNA for game development.
A modular Rust toolkit for building roguelikes and terminal-based games with multiple rendering backends.
A high-performance Java AI framework for games, featuring steering behaviors, pathfinding, behavior trees, and finite state machines.
A C# port of Recast & Detour, providing an industry-standard navigation mesh toolset for .NET, Unity3D, and game servers.
A Pokémon MMO engine with a real-time map editor, built with WebGL and canvas rendering.
A fast, lightweight, and easy-to-use Lua pathfinding library for grid-based games.
A Go implementation of the A* search algorithm for pathfinding in weighted graphs.
A lightweight JavaScript library for building 2D games and interactive graphics applications on HTML Canvas.
A high-performance, zero-allocation Java pathfinding library designed for extreme concurrency and low latency in demanding environments like Minecraft servers.
A Love2D/Lua port of rot.js providing roguelike development tools like map generation, FOV, pathfinding, and display modules.
A C++ implementation of Rapidly-exploring Random Tree (RRT) algorithm with an interactive Qt-based viewer.
A data-oriented 2D grid engine for games, optimized for performance with pathfinding and observer systems.
A multitasking operating system for ComputerCraft with wireless remote access, UI APIs, and turtle automation.
A GDNative plugin for Godot 3.4+ implementing recastnavigation for advanced 3D navigation with navmeshes, agents, and crowd avoidance.
Interactive web-based visualizations of sorting and pathfinding algorithms, built entirely with Rust.
A Pacman AI project implementing search algorithms like DFS, BFS, UCS, and A* for navigation and food collection.
A graph library for the Go programming language providing data structures and algorithms for graph manipulation.
A real-time strategy game with single-player campaign and multiplayer modes, built entirely with HTML5 and JavaScript.
A GDNative pathfinding node for Godot that implements Dijkstra Maps for versatile pre-computed pathfinding.
A simple two-dimensional swept collision library for Lua supporting polygons, circles, and advanced queries.
A Godot Engine demo showcasing tilemap-based pathfinding implementation for 2D games.
A lightweight Java library providing basic graph data structures and algorithms with no dependencies.
An extremely fast and simple A*/WA* pathfinding library for tile-based maps with 4, 8, or 6 neighbor connectivity.
A fast and easy-to-use A* pathfinding module written in Lua, optimized for performance.
A protocol-oriented A* pathfinding algorithm implementation in Swift for adding pathfinding to any graph.
A generic A* graph pathfinding implementation in pure Elixir, abstracting graph environment details.
A Haxe library for A* pathfinding and graph traversal on boolean grids, optimized for game NPC navigation.
A generic 2D grid library for Go providing pathfinding, raycasting, and line-of-sight algorithms.
A Delphi port of the Recast Navigation library for 3D pathfinding and navigation mesh generation.
A Crystal library providing comprehensive graph data structures and algorithms for the Crystal programming language.
A grid-based pathfinding library for ActionScript 3 that finds shortest routes using Dijkstra's algorithm.
A flexible A* pathfinding library for Lua supporting grid, point, mesh, or infinite maps without requiring map initialization.
A Swift-based programmatic maze generator and solver using depth-first search and A* algorithms, originally a WWDC17 scholarship submission.
A library for A* pathfinding in 2.5D games, designed for easy integration and plug-and-play use.
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