johnoriginal / implicit-crowds
☆40Updated 6 years ago
Alternatives and similar repositories for implicit-crowds:
Users that are interested in implicit-crowds are comparing it to the libraries listed below
- The Hybrid Reciprocal Velocity Obstacle (C++)☆134Updated 8 months ago
- Explicit Corridor Map implementation☆27Updated 8 years ago
- Optimal Reciprocal Collision Avoidance in Three Dimensions (C++)☆263Updated 8 months ago
- The source code for the Menge crowd simulation framework☆141Updated 5 years ago
- Hierarchical-Task-Network planner in C++☆42Updated 8 years ago
- Sample code for my article Intelligent Steering Using Adaptive PID Controllers in the book AI Game Programming Wisdom 3☆17Updated 4 years ago
- A Simple HTN Planner created as a graduation project☆24Updated 3 years ago
- Implementation of Position-based crowd simulation by T. Weiss et al.☆20Updated 4 years ago
- Reciprocal Collision Avoidance with Acceleration-Velocity Obstacles (C++)☆61Updated 8 months ago
- Hierarchical Pathfinding for Navigation Meshes (HNA*)☆26Updated 8 years ago
- Implementation of ORCA algorithm☆133Updated 9 months ago
- Social Force Model in C++☆37Updated 3 years ago
- C++ implementation of GJK and EPA algorithms for 2D collision detection☆20Updated 8 years ago
- Terrain Generator with Erosion☆40Updated 5 years ago
- Lightweight C++/Python Hierarchical Task Network (HTN) AI Engine☆37Updated 4 months ago
- Unreal Engine 4 Plugin with an HTN Planner and Plan Reuse functionality☆54Updated 8 years ago
- Some 2D collision detection and physics stuff.☆11Updated 11 years ago
- C++ SDL AI Steering Behaviors: Seek, Flee, Arrive, Pursue, Evade, Wander, Path Following, Collision Avoidance and Combining them.☆38Updated 2 years ago
- UE4 behavior tree implementation for cars.☆16Updated 5 years ago
- Total-order Forward Decomposition Algorithm: HTN Planning☆14Updated 3 years ago
- A simple GOAP (goal-oriented action planner) useful for game AI☆96Updated last month
- Implementation of Near-Optimal Hierarchical Pathfinding (HPA*) algorithm in Unity, tested with maps from Dragon Age: Origins☆178Updated 2 years ago
- Multiagent pathfinding plugin for Unreal Engine 4☆10Updated 2 years ago
- An implementation of heightmap-based terrain generation algorithms.☆34Updated 5 years ago
- Tutorial about 8-points Signed Sequential Euclidean Distance Transform☆70Updated 5 years ago
- Path finding algorithms for RTS-games implemented with C++ (A*, JPS, Wall-tracing)☆70Updated 6 years ago
- Lifelong Planning A* (LPA*) is a replanning method that is an incremental version of A* algorithm for single-shot grid-based 2D path find…☆22Updated 7 years ago
- Build Protobuf for Unreal Engine 4 with Jenkins Pipeline.☆26Updated 4 years ago
- Voronoi Diagram with Fortune's Algorithm implementation☆41Updated 9 years ago