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GPU-based Pathfinding and Collision Avoidance
GPU Accelerated A* Pathfinding with Vulkan
Vector field pathfinding using a compute shader
X*: Anytime Multi-Agent Path Finding for Sparse Domains using Window-Based Iterative Repairs - Full
Multi-Agent Pathfinding
HPA - Mass pathfinding second version (60k agents single CPU-thread)
Godot GPU Pathfinding
IET - Multi-Agent Routing Using CUDA
Optimized Directed Roadmap Graph for Multi-Agent Path Finding Using Stochastic Gradient Descent
Unity Compute Shader Experiments: GPU Pathfinding
Real-Time Multi-Agent Pathfinding on Unreal Engine 4
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Last Updated: September 20, 2026
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Final Project Presentation RBE550: Motion Planning Full project report and documentation is available at goo.gl/B91R3U. • Implemented Explaining parts of my Final Year Project where I test the the speed of execution of A* a brushfire algorithm is used to propagate any number of destination "pixels" on the texture. Direction vectors are then calculated ... We present background and detailed overview of the Windowed Anytime I managed to double the amount of This is a video of my dissertation for the Interactive Entertainment Technology Masters course at Trinity College Dublin. The goal ... More information: ct2034.github.io/miriam/sac2020/ Get the paper here: arxiv.org/abs/2003.12924 Find ROS code ... In this video, I demonstrate different This video is a presentation of a MAPF plugin available on GitHub: github.com/MShepelin/RealTimeMAPF.
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