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**Problem summary/missing feature:**
It would be nice to give the choice of pathfinding algorithms to the users. Right now actuators.PathFinder only implements the BFS algorithm.
**Expected beha…
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**Occurs when death:**
C:\Workspace\bodyguard\node_modules\mineflayer-pathfinder\lib\movements.js:79
height: pos.y + dy
^
TypeError: Cannot read property 'y' of und…
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Is there a way to easily implement obstacles for a_star?
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It would be nice to short-circuit a search if you only want to consider solutions within a certain cost.
I'm mostly interested in the astar implementation (though at least Dijkstra's would also be …
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We are going to have to solve the pathfinding as some point. I'm thinking a navigational mesh which majors on the corners and edges of the tiles. Well trodden paths turn into dirt.
- [x] make hex g…
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The best proximity algorithm is a system that returns the best proximities between positions of the different query words.
### How the engine works
Consider that the search engine have indexed m…
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Maybe I have a niche use case, but I think it would be nice to have a version of `astar` where I can pass in the maximum number of iterations. This is useful for real-time setting where I might want t…
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### Bug Report
- __TSLint version__5.1.0:
- __TypeScript version__2.2.1:
- __Running TSLint via__: (pick one) CLI
#### TypeScript code being linted
```ts
import {Injectable} from "@angula…
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Bonsoir (je me permets de parler en français, j'imagine que ça ne pose pas de souci),
Après, avoir regardé un petit peu le code, j'ai trouvé une source de non-déterminisme dans la classe Astar qui …
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#### melonJS version
* melonJS Game Engine - v7.1.1
I'm trying to implement A* algorithm for path finding for isometric grid.
I'm using this example as base:
http://melonjs.github.io/melonJS/e…