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Per https://github.com/valhalla/valhalla/pull/2875#discussion_r580720480, we have some divergence in the handling of dead-ends between different algorithms. This is just a small example of a bigger p…
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Custom search algorithm, cooked by @rafaelcastrocouto.
See [here](https://github.com/qiao/PathFinding.js/pull/58)
![img](https://cloud.githubusercontent.com/assets/422159/3165930/dd1606e4-eb5a-11e3-8…
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Pathfinding currently ignores arbitrary weights (terrains). Perhaps its time to start implementing a new A\* algorithm?
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**Is your feature request related to a problem? Please describe.**
I'm creating a Unity game as a hobby, and am looking to use this library for pathfinding.
1. For very large graphs, we want to ca…
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I don't have a fully working example of this yet, but this is the idea. AStar takes a map and will find paths. However, we can significantly increase performance if we only want to find a path withi…
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### Describe the project you are working on
Just reopening, in the GIP tracker, an old proposal that was closed in the main tracker with the migration to the GIP tracker.
I have conducted a sear…
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### Describe the project you are working on
A Hexagon 2D Strategy game.
### Describe the problem or limitation you are having in your project
First, I would like in my game for players to cho…
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Hello
I've been using astar to make a game and I've discovered that diagonal movements are often favored although the route is longer.
From what I make out, weightings on diagonal movements should b…
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Hello JuliaGraph!,
Pardon me if this is a very naive question, however, I was looking for an A* implementation in Julia and found the one here in Graphs.jl.
For problems where I know my graph be…