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This package seams to be extremely well written, thank you for your hard work !
I need a path finding feature in my project, however, in my case it seams the best algorithm would be jsp.
I don't saw…
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### Summary
Boats should prefer routes a few pixels away from territories where applicable
### Justification
Boats are (and will always be) larger than one pixel, so rendering them directly n…
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Usually, it happens if distanceFromClosestToGoal stays the same in each generation.
Need to analyze the board, when this happens? Do we have blind spots, that cannot be affected by inserting anythi…
abnDK updated
8 months ago
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## Issue Description
We're looking to enhance the functionality of PyDS-A by adding more methods to our existing algorithms. This will provide users with a more comprehensive toolkit for solving va…
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Now that the generator is done, I will have a place to test out the a\* pathfinding algorithm.
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This might be worth forking petgraph. A PR could then be made to suggest this feature be upstreamed to petgraph, but I'm not sure if the additional complexity would be desirable to the maintainers.
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# **Description**
**Task:** Friendly Units Pathfinding Algorithm
**Feature:** #5
This path-finding algorithm allows optimal unit movement from point A to B, considering the terrain, blocked path…
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### Feature Request
At the moment, map topology is "flat", i.e., any point on a map either has a given type of topology or it doesn't. This is fine for Wall VBL and MBL which strictly block vision an…
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The pathfinding algorithm currently makes some weird choices when it gets near the goal. For example, if it can dig dirt to pass in the optimal direction it will do that, instead of going around. To f…