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The LIDAR hardware has 2 big problems with vaults.
The first is that there is no way for a cubot to figure out the size and type of the world one is in. This makes it hard to have effective pathfi…
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In terms of performance or consistency it would be helpful that the API offers a **readMutlipleProperties** and a **writeMultipleProperties** (or similar naming). So far, we are only able to read / wr…
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Can already be useful with fixed layout maps such as acts camp
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The documentation for `pathfinding::topological_sort` states that if a cycle exists, it'll return one of the nodes in the cycle. Any number of algorithms could easily obtain the full cycle, or for tha…
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In the function `Pathfinder::filterPaths` the algorithm sorts by highest Quality and then begins to select by quality until the total amount is fulfilled by the entire set. However if the highest qual…
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I would like to request a few simple-ish functions for the tilemap class, based on my dabbling with procedural levels.
get_extents():
Returns a rect2 or similar structure that contains the space occu…
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I found it difficult to represent on screen. So scribbled a note by hand.
![20170712_081022](https://user-images.githubusercontent.com/5755132/28099378-cb58bf0c-66d9-11e7-965e-fd387c34e289.jpg)
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The path finding is tightly coupled to game objects like `Board`, `Terrain` and `Unit`. This can be resolved by:
- [ ] Add an interface with which pathfinding algorithms can query the board. As a r…
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If I have understood well the documentation, all algorithms suppose a constant cost of all movements. Thus, the best path is the path with less movements.
However, the most of algorithms (probably …