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### Godot version
4.0 beta1
### System information
Popos x11
### Issue description
The navigation server doesn't seem to give the optimal path when travel_cost is added.
From testing, region_set…
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Hi, I need to implement simple path finding for voxel terrain to be able to go anywhere (even not generated parts).
The navmesh solution is too complex for my poor brain (even though I see people use…
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I don't have a fully working example of this yet, but this is the idea. AStar takes a map and will find paths. However, we can significantly increase performance if we only want to find a path withi…
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http://dotween.demigiant.com/pro.php
If we were to add support for Pro, what's the best way to separate the Pro actions from the free ones?
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I am currently using your library for pathfinding within my project. On a
50x50 grid, with some large obejcts to block the way (up to 10x10), when
attempting to reach an internal node of the block…
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Hello
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- [ ] "Auto Research Map" should include compensation for tiles invisibly marked as unwalkable (due to fields or creatures standing there)
- [ ] Integrate keep distance into a cavebot, make ability to…
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Hello, I would like to ask, what is the specific improvement of your algorithm compared with the traditional A star algorithm?
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I have noticed over the last few updates/postes that the game is starting to evolve from just bug fixing to more adding of features. Things like larger base sizes and new traps have been added and man…
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### Describe the project you are working on
I have entities of different heights and sizes which must use a different Astar map to accommodate for variations in each entities' size and height.
#…