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Ce programme est un pathfinder mettant en scène un robot démineur dont le comportement est simulé. Ici le programme extrait les données d'un terrain à partir d'une heightmap. Puis le robot simulé trace son chemin de bombe en bombe sur le terrain. Tout ceci vu par l'utilisateur via un affichage 3D. L'algorithme utilisé pour le pathfinding est l'algorithme A* (A STAR)
OpenSkyNet - Moving towards a comprehensive artificial intelligence solution for game developers under the LGPL. The goals are to implement action selection solvers, robust steering behaviors (including pathfinding algorithms), and machine learning.
Argorha Pathfinding is an algorithm which permit you to find your way into a polygon soup ( 3D world ) efficently by precalculating a system of sectors and portals. AStar included. Demo in Download section, code on SVN.
Hampton is an application of genetic programming (GP) to the pathfinding problem, first applied by Rick Strom. This project was the focus of a gamasutra.com article, by Strom, on GP and pathfinding.
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This project's goal is to "package" AI features altogether.
These features can embrace pathfinding, behaviour, fuzzy logic, state machines, and the like.
Gamel (pronounced like camel) is a library written in C++ for use in games. Gamel includes common search and sort algorithms, easy-to-use networking methods, logging, 2D/3D distance calculation, entity classes for RPG and FPS games, pathfinding and more.