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> At the moment, the package implements only one algorithm for finding a path - A*. This algorithm searches for the shortest path between two currencies (minimum number of conversions). But what if we…
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### What happened?
Pathfinding in the Alpes wih 1TGVDUPL:
![image](https://github.com/OpenRailAssociation/osrd/assets/86296016/1fb404af-8265-4b13-9a85-f522848acffc)
### What did you expect to…
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### Reviewed guidelines
- [X] I have read and understand the suggestion guidelines
### Checked for duplicate suggestions
- [X] I checked for existing similar suggestions
### Summary
People are so…
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- Mice sometime try to go through girders / railings which are free for them.
- Cleanbots try to clean under tables so NPCs should probably ignore if their destination is free or not.
- Mice try to …
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- https://www.youtube.com/watch?v=atCOd4o7tG4
- https://www.youtube.com/watch?v=u2EQtrdgfNs
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### Game and System Information
1.18.0, debian sid.
### Description of the bug
On a 100x100 and larger maps with a large number of villages, there is a considerable hiccup between selecting the sil…
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### Is your feature request related to a problem? Please describe.
Pathfinding through Protoflux is a very very long and tedious process with no real way to do any of it in real time. Granted the abi…
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I'm trying to use pathfinding with TileMapMask, but it doesn't seem to work very well, several bugs occur when activating pathfinding, I made a video, and I'll also leave the project here:
Project:…
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**Version**
Run from current source
**Describe the bug**
Multiturn movement has been lacking for quite some while now, even more than ever - I just can't put my finger on a reproducible, simple e…
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# Pathfinding
So, nachdem ich mich jetzt lange und ausführlich damit beschäftigt habe, sind hier meine Erkenntnisse und Vorschläge:
Pathfinding is hoch individuell und projektspezifisch. Daher m…