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### Godot version
4.0 beta1
### System information
Popos x11
### Issue description
The navigation server doesn't seem to give the optimal path when travel_cost is added.
From testing, region_set…
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Depth-First Search (DFS) is a graph traversal algorithm used to explore nodes and edges of a graph systematically. It starts at a selected node (often called the "source" or "root") and explores as fa…
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A pathfinding algorithm that, given:
- A tile based "world" (as a 1D/2D array, whatever you prefer)
- A jump height
- Force of gravity
- Acceleration and Movespeed
- Target point
Will output…
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# Progress Tracker
## DSA
- [x] Complete Git & GitHub Course
- [x] Introduction to Programming
- - [x] Types of languages
- - [x] Memory management
- [x] Flow of the program
…
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In maps with more impassible terrain or more spread out nodes, the bot freezes a lot when searching for nodes and often gets stuck or slows down dramatically. Maybe this can be fixed by having the bot…
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I wanted to slightly change pathfinding algorithm to find a way to cells adjacent to goal. However,
setting is_goal function in navigator class to
static bool is_goal(location_t &pos, location_…
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Creating a node in ROS that will process a path using either a crude rectangle drawing pathfinder, or implementing a relatively simple, widely used pathfinding algorithm (to be researched). It is not …
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I use Mineflayer to create pvp bots for my custom game mode. And everything would be fine, but 30 or more bots heavily load my processor. (just look at the screenshots) So I already thought of reducin…
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Generating links between stars is currently rather ad-hoc, randomly selecting a link and then pathfinding to check whether this results in an isolated region, repeating until the goal sparsity has bee…
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It appears as if when you declare an npc to be aggressive, and you go near it, it just stands there and can't find its way to you, even when nothing is in the way.