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Hello, I am trying to implement your solution into my project and I've run into an issue. I have a generated map and a logic where units start chasing the player directly if they see them, and if the …
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### Checklist
- [X] I've read the [contribution guidelines](https://github.com/autowarefoundation/autoware/blob/main/CONTRIBUTING.md).
- [X] I've searched other issues and no duplicate issues were fo…
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I tried downloading this [from pypi](https://pypi.org/project/networkx-stubs) but it's not working properly. It seems like only the top-level files are being packaged, a lot of files are missing.
H…
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It doesn't choose straight paths etc. The path it calculates is good though it's ugly. When Lateral or Diagonal it's prefect and is super easy to setup. Though when Full, let's say you're going to wal…
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# Design
I created the new design and message definitions around the "Actuation Layer".
We're using multiple types of vehicles, ZMP, AS, YMC, and so on. However they have different configurations an…
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## Problem
In OTP2 transfers is a criteria in the McRaptor search, so adding a cost for transfers have no effect. But, after the raptor search is done some of the filters group itineraries together…
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There's been an issue with truck routing where it takes the ferry or not depending on whether a waypoint is placed before or after a certain graph node. What's hard to understand here is that this nod…
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**NOTE:** this issue system is intended for reporting bugs and tracking progress in software development. For all other usage and software development questions or discussion, please write to one of t…
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**Use cases**
- Compute one path without stalling the game loop (ordering a unit)
- Compute a large number of paths in succession (ordering a squad, all AIs, etc..
I'd like to make this approach …
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### Checklist
- [X] I've read the [contribution guidelines](https://github.com/autowarefoundation/autoware/blob/main/CONTRIBUTING.md).
- [X] I've searched other issues and no duplicate issues were…