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```
When I am in an combat, on the top right corner is a button "end combat".
Clicking it has no effect - the game says, that there are "adjacent monsters".
Well - so a combat with an stronger enemy…
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The current algorithm just greedily finds the closest target node and connects to it, then repeats. This way, it will never introduce Steiner points and will generally fail to find an optimal solution…
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Hi. Can't think of a use case for creating a new node but not adding it to the graph. What was the reason for creating two methods for adding nodes to a graph?
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```
When I am in an combat, on the top right corner is a button "end combat".
Clicking it has no effect - the game says, that there are "adjacent monsters".
Well - so a combat with an stronger enemy…
-
```
When I am in an combat, on the top right corner is a button "end combat".
Clicking it has no effect - the game says, that there are "adjacent monsters".
Well - so a combat with an stronger enemy…
-
Hello,
I have a world which is based on a grid, but the characters roam freely in it. As such, I'd like to allow diagonal movement for the path finding, but not when it would cut over a corner. Below …
tapio updated
10 years ago
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I'm not sure if this is because the implementation makes this difficult, or if you just forgot, but Jump Point search will always run with diagonals allowed. It also doesn't have a bi-directional opt…
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I updated to the latest Craftbukkit Development build (1.4.7-R1.1) to try to circumvent this error. Unfortunately, it didn't help.
I have no trouble with connecting from multiple clients of new (and …
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Right now, the way algorithms are chosen is pretty dumb. By default, getNodes uses a linear search algorithm unless you choose BFS explicitly, and findGoal will use Dijkstra's unless you choose A* ex…