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What kind of paper do you refer to or the method you put forward by yourself?
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A pathfinding algorithm that, given:
- A tile based "world" (as a 1D/2D array, whatever you prefer)
- A jump height
- Force of gravity
- Acceleration and Movespeed
- Target point
Will output…
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## Describe your suggestion
A simple post-smoothing step similar to the one in https://github.com/Ohohcakester/Any-Angle-Pathfinding/blob/7db6c32/src/algorithms/AStar.java#L183 may be added to straig…
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Map.pm method dir_from_to (using AI::Pathfinding::AStar) time outs occasionally.
But t/turntime.t is passing. Any ideas?
cd ../aiants
utils/use-example-bot.sh bots/HungryBot.pm
Copying bots/Hung…
mj41 updated
12 years ago
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## Reproduction:
![image](https://user-images.githubusercontent.com/51863163/188250899-1d38aafd-aa3c-405d-98ee-59d0e414a60b.png)
![image](https://user-images.githubusercontent.com/51863163/1882515…
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Hi there,
I am trying to develop a pathfinding algorithm for an AGV (Automated Guided Vehicle). It might be a bit different from other scenarios, as the AGV needs to decelerate to a complete stop whe…
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**Is your feature request related to a problem? Please describe.**
I'm creating a Unity game as a hobby, and am looking to use this library for pathfinding.
1. For very large graphs, we want to ca…
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While a relatively recent feature, it should be theoretically possible to define a 3d grid as a navmesh, let it pull any move cost or obstacle modifier from the object in that space and then return th…
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Hey there! I was recently testing out the WIP [Godot 4 compatible version of DijkstraMap](https://github.com/astrale-sharp/Dijkstra_map_for_Godot-1/tree/gdext-port), trying to fix up some of the outda…