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# **Description**
**Task:** Melee Enemy Pathfinding.
**Feature:** [Melee Enemy Improvements](#107)
Melee Enemies should attack the crystal in the centre of the map. They should move towards the e…
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### Describe the project you are working on
A game that requires simple navigation.
### Describe the problem or limitation you are having in your project
The newly-implemented navigation serv…
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### What happened?
When switching the algorithm mode it starts a view-transition that should only do `transform: translateX(...);` but it appears
that it also slightly shifts down and then back up…
Ijee updated
3 months ago
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Hi, I have a pathfinding problem to solve using A\* algorithm and Best First Search and I am asked to present my answer step-by-step and then compare it to the answer Pathfinding.js would return if we…
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### Is your feature request related to a problem? Please describe.
Pathfinding through Protoflux is a very very long and tedious process with no real way to do any of it in real time. Granted the abi…
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![1 1](https://user-images.githubusercontent.com/19712296/32986122-3218443c-cc98-11e7-93f2-48bdf957ef8a.png)
Hi, my question is how do you click on a single cell in a say 120 x 160 grid?
I have …
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Raised by Ike on discord. Would be useful as a first draft for new maps to automatically connect power and piping. Ideally it'd be generic enough you can re-use it for whatever with the same pathfindi…
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[![Bountysource bounty](https://api.bountysource.com/badge/issue?issue_id=46548046)](https://www.bountysource.com/issues/46548046-396-entities-pathfinding)
This issue is part of [this story](https:…
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Because I like computer science these days, here are some computer science algorithm suggestions:
- Data Structures
- Array
- Linked List
- Hash Table
- Stack
- Queue
- Priority Q…
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When units are moving they should use pathfinding to navigate to their target location. Use an A* based pathfinding algorithm. See e.g. https://github.com/Robmaister/SharpNav