Dijkstra's Shortest Path for 6, 18, and 26-Connected 3D (Volumetric) Image Volumes
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Updated
Apr 11, 2024 - C++
Dijkstra's Shortest Path for 6, 18, and 26-Connected 3D (Volumetric) Image Volumes
An A* pathfinding implementation with PCG (Procedural Content Generation) to generate custom splines in unreal engine between two points
Basic Shooting Game in C++ and OpenCV
Implementation of the A* and Jump Point Search (JPS) algorithms
Route planning on Earth map with opencv c++ through Greedy , A-start and etc. algorithm
This is a collection of my implementation of robotic 2D path planning algorithms.
A global planner plugin of a grid-based A-star search algorithm for ROS navigation stack.
A Route Planner based on A* search algorithm implemented in C++ to find the best route in a given OpenStreetMap
A maze generator written in Dart and Flutter.
C++ implementation of A* Search Algorithm for finding the shortest path between two nodes on OpenStreetMap data.
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cpp17 implementation of A* Search Algorithm for finding the shortest path between two nodes on OpenStreetMap data
CS105 Project on Fundamentals of Artificial Intelligence
Simple implementation for solving the 8 puzzle problem using parallel programing "MPI-C++"
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.
Group project for CSCI102
A* algorithm solving 8-puzzle game
The pathfinding implementation in the Unreal Engine 5
🤖📚 Comprehensive AI Learning Repo: Master DFS, BFS, DLS, IDS, UCS, Bidirectional Search, Greedy, A*, Mini-max, Alpha-beta Pruning, and Genetic Algorithm. Your go-to resource for AI course notes, lab codes, and exploration
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