Trying the shortest path algorithms (Dijkstra, A*) in Unity for a route planning game prototype.
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Updated
Dec 21, 2017 - C#
Trying the shortest path algorithms (Dijkstra, A*) in Unity for a route planning game prototype.
Modified version of the WFC algorithm that generates cyclic paths around obstacles
Assignment 1 in course DD2438 Artificial Intelligence and Multi Agent Systems at KTH Royal Institute of Technology.
A simulation made with Unity in which agents perform path planning with a dynamically generated reduced visibility graph and the A* algorithm.
Informed Rapidly-exploring Random Tree-Star with C# Programming
Virtual Reality Interface for Multi-UAV Teleoperation, Version 2
This study proposes a novel integrated approach as a method of time-space management in construction project sites. Our Proposed Unity-based method implements Discrete Event Simulation (DES), Building Information Modeling (BIM), and Informed Rapidly-exploring Random Tree-Star (Informed-RRT*) path planning, to automatically detect, evaluate, and …
Randomly Deployed Wireless Sensor Network. UAV data collection. Nodes clustering. Find and build optimal route to collect data. Build network energy model. Calculate energy for data transmittion. Display charge, lifetime, used energy.
A pathfinder for two-dimensional triangle meshes.
Implement Best First Search Algorithm to Help Robot Find the Path to Goal
Simulation of path planning for self-driving vehicles in Unity. This is also an implementation of the Hybrid A* pathfinding algorithm which is useful if you are interested in pathfinding for vehicles.
A* + Smoothing + Reeds Sheep in Unity (C#)
Mixed Reality based Autonoous Navigation of the UAVs
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