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**I'm submitting a...**
- [ ] Bug report.
- [x] Feature request.
## Bug report ##
## Feature request ##
**Describe the problem you're trying to solve.**
Godot 4 had…
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### Tested versions
Tested in 4.2.1
### System information
Godot v4.2.1.stable - Linux Mint 21.3 (Virginia) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (nvidia; 545.29.06) - AMD R…
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**Caveat**: the ideas presented here are fairly wild / brainstormy and I don't expect them to be accepted or implemented - but I do want to write them down here because they may inspire discussion.
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In order to move a unit, the player needs to see the full range of navigable tiles. Upon selection, the unit needs to take the most logical (least cost) path to the target tile.
There are two major …
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I'm just about to write my own generic infinite map structure so i took a look at yours to see how you did it. I've only taken quick looks really so far so apologies if I've got this wrong but it seem…
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We know that we want Robot to automate movement when activating the wrench tool in range of a button. We also know that we want automated movement for NPC robots.
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If it's possible, we should look into using Jump Point Search algorithm over A*, it seems to perform much better.
[Demonstration](http://qiao.github.io/PathFinding.js/visual/)
[Article](http://harab…
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Hey @schteppe, I am really curious about your fork.
At the moment this is the approach I am taking:
```
var grid = new Grid(gridWidth, gridHeight);
grid.setWalkableAt(x, y, true); // Set playe…
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It would be good to have a plugin system for littles where other components can live that are separate from the core engine.
The medals system, or at least the newgrounds implementation, would be m…
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Hi,
I'm trying to create a path finding method for the game brawlstars and I was wondering if it could be possible to find a path that does take a little longer route but avoid touch a neighbor cell …