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── 99403 repos indexed ── | filtered by tag: #game-ai
vleue/polyanya ★ 517 42 APPLICATION

This is a Rust library implementing the Polyanya any-angle pathfinding algorithm on navigation meshes. It provides a core `Mesh` struct that supports 2D and 3D pathfinding with multiple overlapping layers, agent radius, and path simplification. The library includes several input formats: custom `.mesh` files (v2/v3), Recast JSON navigation meshes, triangulated meshes from outer edges and obstacles (via CDT), and trimesh files. It features an optimized A* search with chained expansions, geometric predicates for cone clipping and vertex snapping, and precomputed BVH for efficient point location. The repository contains extensive benchmarks, fuzz tests, and example binaries (including a scenario runner and traced profiling examples). It is structured as a reusable library with optional features like async, serde, stats, tracing, and Recast import. The code demonstrates strong engineering practices with careful handling of floating-point edge cases and performance-critical sections using `SmallVec` and `unsafe` indexing.

RATING: 8.6/10 MAINT: maintained DRIFT: low
▸ 2 reusable components found
cabaletta/baritone ★ 9298 2065 APPLICATION

Baritone is a Minecraft client-side automation bot that provides autonomous pathfinding, mining, building, exploration, and entity following. It operates as a mod for Fabric, Forge, and NeoForge, integrating deeply with the Minecraft client via mixins to control player movement, block interaction, and chat commands. The system is architected around a central `Baritone` class that orchestrates behaviors (pathing, look, inventory), processes (mine, build, follow, elytra flight), a command system with tab completion, world caching for long-distance pathing, and a schematic system for declarative building. It exposes a public API (`baritone.api`) for embedding in custom utility clients. The core pathfinding engine uses A* with custom movement costs, supporting ground movement (walking, jumping, parkour, swimming) and elytra flight through a Java port of a native nether pathfinder. The world is cached in a compressed 2-bit format (air, solid, water, avoid) with disk persistence, enabling pathfinding across large distances. The command system supports dozens of chat commands (`#goto`, `#mine`, `#build`, `#follow`, `#farm`, `#explore`) with argument parsing and datatype validation. The schematic system allows loading and building structures from various formats (MCEdit, Sponge, Litematica) with composable masks, rotations, and substitutions. External dependencies include the Minecraft client itself (via mixins), optional integration with Litematica and Schematica mods, and a native library for elytra pathfinding (with a Java fallback). The build system uses Gradle with ProGuard for jar shrinking and a custom `Determinizer` for reproducible builds. The codebase is actively maintained with frequent commits, though it carries technical debt from version-specific mixins, commented-out code, and some monolithic process files. It is a high-quality example of game automation and pathfinding research, but its tight coupling to Minecraft internals limits reusability outside that domain.

RATING: 8.4/10 MAINT: active DRIFT: medium
▸ 8 reusable components found
tomlooman/ActionRoguelike ★ 4576 820 APPLICATION

This repository contains the source code and assets for ActionRoguelike, a roguelike action game built with Unreal Engine 5. The game features procedural enemy spawning, a variety of player actions (such as dashing, magic projectiles, and parrying), and performance-optimized systems for managing actors and significance. The codebase is organized into modular subsystems, including AI, action systems, core game mechanics, player controls, and UI. The architecture follows Unreal Engine best practices, with clear separation of concerns. Notable reusable systems include a custom action system that allows developers to define and manage player abilities, and an actor pooling subsystem that optimizes performance by reusing instances of frequently spawned objects. The project also implements a save system for persisting game state and a significance system to prioritize updates for important actors. While the project is tailored to a specific roguelike game, several of its systems are designed with reusability in mind. The ActionSystem and Performance modules, in particular, could be extracted and adapted for use in other Unreal Engine projects with minimal modification. The recent commit activity indicates active maintenance, and the use of a recent Unreal Engine version suggests low technical drift. Overall, the codebase demonstrates solid engineering practices and provides a foundation for learning and building similar action-oriented games in Unreal Engine.

RATING: 8.1/10 MAINT: active DRIFT: low
▸ 2 reusable components found
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