-
Okay, what do you think of the following/help for improve it (its not over anyway)
Asset Name:
pathfinding Dijkstra Map EDIT
Category:
Script
Godot version:
3.2
Version:
1.0
…
-
I've changed the default behavior of the `recalculate()` method. Now it treats the input as an origin/source. The "reversed" option was renamed to "input is destination" and it's behavior is opposite.…
-
Godot 3.0.2 - Windows
Hi there,
I have issues with navmesh :
* Navmesh pathfinding sometimes calculates a long path while a shortest is available.
You can test an exemple moving a ball with…
-
I've seen a few questions about pathfinding, got a few requests for tutorials already. That's why I updated the nav2d demo yesterday.
For any kind of grid-based pathfinding you'd better use Astar.…
-
Godot version : 3.2.1, also present in 4.0
Issue description :
AStar provides a way to override its cost calculation from GDScript. Since AStar2D is a wrapper around it with an `AStar astar` membe…
-
Unforutnately, I am unable to replicate a test case whereby the shortest path tree already has something registered ... ie. `if this._shortestPathTree.has(edge.to)`.
Compare:
https://github.com/M…
-
NavigationPolygon can be added to a Tileset to mark a tile to be used by Navigation2d to find a path.
While building your Tilemap, each tile have static data of navigation to be considered by pathfind…
-
## About this review of the user manual
My current mission is to find the pages and changes that can bring the most significant improvements regarding the user manual. The goal is to open individua…
-
test/java/ `com.almasb.fxgl.ai.pathfinding.astar`. In AStarPathfinderTest file @CharlyZhu
-
# Navigation Server API proposal
This is a `NavigationServer`'s API proposal for which is created taking in account this feature proposal: https://docs.google.com/document/d/1LyXMunKJz1LDSfl6IJHK00SV…