astar-pathfinding
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google maps for block game
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Jun 15, 2026 - Java
CosmosFramework is a medium-lightweight plug-in Unity development framework . Has a rich Unity method extensions and toolchain. async/await syntax support, multi-network channel support.Long term support for this project
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Jun 7, 2025 - C#
Implementation of the D* lite algorithm in Python for "Improved Fast Replanning for Robot Navigation in Unknown Terrain"
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Nov 26, 2023 - Python
Implementation of Near-Optimal Hierarchical Pathfinding (HPA*) algorithm in Unity, tested with maps from Dragon Age: Origins
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Dec 26, 2022 - C#
A very simple A* implementation in C++ callable from Python for pathfinding on a two-dimensional grid.
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Feb 22, 2026 - Python
Pathfinder and A* solver (astar or a-star) native extension for Defold Engine build on MicroPather.
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Apr 18, 2026 - Python
A collection of useful Scripts, Scenes, Systems, and Templates for the Godot Game Engine.
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Aug 31, 2020 - GDScript
3D A* Pathfinding that doesn't need baked navmeshes and can be used with dynamically created terrain (MapMagic or other)
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Feb 20, 2025 - C#
Visualize working of famous algorithms, Currently Implemented Path Finding (Dijkstra's, A Star, BFS, DFS) Sorting (Bubble, Insertion, Selection, Merge, Quick, Heap)
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Dec 28, 2020 - JavaScript
The Tektosyne Library for Java provides algorithms for computational geometry and graph-based pathfinding, along with supporting mathematical utilities and specialized collections.
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Jul 19, 2021 - Java
Dungeon generation and navigation using constrained random walks and A* in Unity
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Feb 21, 2020 - C#
Game and prototypes with SharpDX and Directx 11
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Apr 22, 2026 - C#
python package for fast shortest path computation on 2D polygon or grid maps
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May 20, 2026 - Python
A*-based collision avoidance for UAV path planning
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Sep 9, 2019 - Python
Source code for the HappyCoders.eu articles on pathfinding and shortest path algorithms (Dijkstra, A*, Bellman-Ford, Floyd-Warshall).
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Jun 18, 2026 - Java
这个算法用于无人机群避障一个加入机群的无人机,算法分为两种思路:(1)加入者的路径规划主动机动规避编队机群、(2)编队微调避让加入者。目前只做了第一种思路。唯一已知信息是原机群的运动轨迹F(x,y,z,t)|each plane,对于第一种思路:对于补位飞机唯一的输入参数是无人机编队时间帧和每架飞机的对应位置,即F(x,y,z,t)|each plane,输出参数是规划的单条路径。对于第二种思路:让正常飞行的编队可以保持在其原始轨迹周围(即,边界条件,规避机动范围<Δv球),补位无人机穿越他们的空隙到达目标位置,输出为需要避碰的其他无人机的机动向量。第一种思路采用三维A*+分段局部规划
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Aug 20, 2025 - C
Python programm showing A* path finding on quadtree representation of a 2D map.
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Jun 20, 2019 - Python
High performance A* pathfinding in C#
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Nov 13, 2020 - C#
Go implementation of A* from RedBlobGames
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Mar 3, 2019 - Go
🗺️ A JavaScript implementation of A* algorithm.
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Aug 11, 2021 - JavaScript
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