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Test bed for visualising algorithms and data structures to better understand them

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game-playground

A playground for testing all things game related

Many algorithms frankensteined from dark corners of the internet - use at your own risk

Pathfinding

A*

Various implementations working and not

Hierarchical A*

Enhanced hierarchical A*

Different pre-processing method used

Breadth first search

Dijkstra's Algorithm

Bidirectional

Flood fill

Jump Point Search

Broken

Jump Point Search vs A*

Different JPS implementation

Spatial

DBSCAN Point clustering

Connected region grouping

Kruskals algorithm

Grid Smoothing

Influence grid

K-Dimensional tree - Nearest neighbour

PH Tree - Distances from wall (ordinally)

Point QuadTree - Rectangle search

Line of sight - Bresenham's line algorithm

Distance

The shortest distance between two rectangles

AI

Markov Decision Process (MDP)

Value Iteration

Policy Iteration

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Test bed for visualising algorithms and data structures to better understand them

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