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![image](https://user-images.githubusercontent.com/21373809/54585955-8295a980-4a56-11e9-9335-09117ce1f9c8.png)
AILHC updated
5 years ago
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Devise an efficient pathfinding system.
Comments:
* Straight BFS is too expensive
* Heuristics can be used, but they must work in worst case scenarios
* Destinations are rarely changed
* Pathfi…
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Entity angles are currently configured as relative to pixel location. This is becoming an issue and I think it's about time to change this behavior to map the angle to the in-game map grid instead (`0…
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Options:
- Disasemble Game.exe and find the map generation algorithm (hard)
- Injector (medium)
- Kind of random guessing of the layout (for maps that we can guess)(easy) (or just make the bot rush…
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I'm currently implementing the Dijkstra Algorithm and the natural structure the algorithm should be implemented on is the edge labeled Adjacency map. The labels are basically the edge weights.
Shou…
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Ships are nice, but they have a restricted set of destinations and are big and slow.
It might add some realism to have the shipyard able to also produce smaller boats capable of crossing short stretc…
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**I'm submitting a ...** (check one with "x")
```
[ ] bug report => search github for a similar issue or PR before submitting
[x] feature request
[ ] support request => Please do not submit suppo…
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i've noticed a sudden influx of ideas, and just to clean things up, please comment them here.
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## User Story
As a user, I want to view a grid playing field composed of hexagonal tiles. I want to view a variety of playing field layouts including a 6 tile-per-side hexagonal layout.
Story Poin…