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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
5 months ago
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Player should be able to right click -> move to move to a new tile.
This should be the players main way of moving around (remove WASD)
Mess around with the speed, but dont make it too fast.
N…
abebd updated
8 months ago
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Improve pathfinding algorithm by calculating the closest path by distance.
In the initial trapezoid search, filter trapezoids by the closest point in the neighboring trapezoid.
Use that point to c…
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My Settlers unit in this screenshot started in London and I used GoTo to send it to the tile where the cursor is pointing, but the GoTo ended where the Settlers unit is currently standing.
![image]…
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@112212 already developed a new Polygonal 2D A* Algorithm in C++, therefore, the task is to write bindings for JavaScript and implement in **mep-master**.
@112212's repo:
https://github.com/112212…
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Villagers can't climb ladder, which might be a problem.
> the default pathfinding algorithms (that are thousands of lines of code in the server source) are faster, abstracted, and will catch far mo…
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The pathfinding algorithms are getting relatively complex, and it would be beneficial to provide documentation explaining them.
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**Required Skills:** C++
**Difficulty:** Easy
In the openage [pathfinder](https://github.com/SFTtech/openage/blob/master/doc/code/pathfinding/README.md), a portal node graph is used in the first…
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### Discussed in https://github.com/IEEE-Robotics-Club/MSU-NASA-Minds-2023/discussions/31
Originally posted by **pepsiman3** February 2, 2023
1. Chunking
- Take the desired space (specified …