OpenGL - A small walk inside my procedurally generated terrain.
Simulation of Dijkstra's algorithm (openGL)
D* search using OpenGL
Ruby Pathfinding A* - Gosu / OpenGL
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Last Updated: October 1, 2026
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Summary
I had a really busy month visiting family, having them visit me. While on holiday I knuckled down into a* Very simple demo to show A* algorithm in work. I finally managed to get rid of Pygame. Now everything gets drawn in This is a program I made used an new and improved version of Small demo of a functional A* algorithm based on mesh based graphs for NPCs. In this case we are chased by a monster. This is ... Final part of the level editor series. We look into the finalised navigation mesh and an A* implementation to find paths using this ... Just a small walk inside my procedurally generated 3D terrain. Done using: C++, modern CS50x2018 Project. github.com/suhas023/Dijkstras-Algorithm :D. This is the same as the A* search video, except this time the agent uses D* ( dynamic A* ). The lighting is different for this one ... Hello ! I used this A* script : rubyforge.org/projects/ruby-a-star/ and ported it to a 2.5D Gosu environnement. It works perfectly ...