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  • I've been working on a prototype for the NPC spawn and schedule system and this is what I came up with. It is fully functional as ...
  • A* path finding algorithm on procedural map
  • During the start of my second year at University, I worked on a
  • This is a small Unity project that aims to demonstrate how to procedurally generate a random maze, and then use A*
  • Using Raylib www.raylib.com.

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Runtime voxelization of Pathfinding Completely How I created a

Using the Delaunay triangulation, Prim's minimal spanning tree algorithm, and A*. White = Player spawn room Gold = Treasure ...

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