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When units are moving they should use pathfinding to navigate to their target location. Use an A* based pathfinding algorithm. See e.g. https://github.com/Robmaister/SharpNav
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I wanna use some other scene, could you give me some ways or scripts?
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implement the [other algorithms from PathFinding.js](https://github.com/qiao/PathFinding.js/tree/master/src/finders)
# Grid-based
## from Pathfinding.js
- [x] Bi-directional A*
- [x] Iterative D…
brean updated
6 months ago
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In an attempt to get around the large mesh issue I was talking about [here](https://github.com/Mugen87/yuka/issues/61#issuecomment-1109307967) I watered down the detail of the 3d geometry of the mesh …
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Implement regular hex grid as in https://www.redblobgames.com/grids/hexagons/ (God bless this man). Cube/axial coords, block rasterization support, usual set of grid operations (neighbors, graph inter…
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### Describe the project you are working on
A game that requires simple navigation.
### Describe the problem or limitation you are having in your project
The newly-implemented navigation serv…
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Followup to https://github.com/Abb4/earie-treasures/pull/30, specifically https://github.com/Abb4/earie-treasures/pull/30#issuecomment-1676478024
Broader Discussion and problem statement: https://g…
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Hi,
I generate terrain geometry via class inheriting from VoxelStream and get some nice results.
Thanks a lot for the great work!
But to turn it into usable terrain I need to populate it with add…
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### Describe the project you are working on
A 3D horror game set inside a complex spaceship without gravity, so the player and the enemies have the full 6 degrees of freedom and are not constrained…
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hello, we started using your library in our project (https://github.com/aamks/aamks) in which we create models for evacuating people from buildings during fires. At this point we are only using pathfi…