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This is not really a bug, more like a wishlist. After looking at the source code, seems like your pathfinding algorithm only account for walkable or non-walkable nodes. It would be amazing to add weig…
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For dungeons. Making this, so I can remember.
https://harablog.wordpress.com/2011/09/07/jump-point-search/
https://gamedevelopment.tutsplus.com/tutorials/how-to-speed-up-a-pathfinding-with-the-…
tiffz updated
7 years ago
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Given a graph of vertices and edges, find the shortest way from vertex A to vertex B. This is similar to GPS navigation because we can say that each vertex is intersection and each edge is a road.
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This would require DLL work so it will definitely be ignored but a man can dream, right?
I would like to add a Trait that allows a Civ to construct naval units in landlocked cities on river and allow…
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Hey! This repo is awesome! Nice job!
While I was reading through the algorithms, I found weird that the [A* algorithm](https://en.m.wikipedia.org/wiki/A*_search_algorithm) was missing, which is one…
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Currently, it looks like the pathfinding algorithm doesn't take fog-of-war into account at all. If a token hasn't explored an area, it should treat the edge of the unexplored area as a wall, and not r…
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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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As of now, Jumper only features grid type as an input data structure for pathfinding.
PointGraph maps can also be featured, as all the search algorithms implemented (but Jump Point Search) operates on…
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### Description
Determine the best pathing for both robots for skills and implement using the auto movement functions. This should be modular to allow for quick pathing changing (be able to input a l…
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![image](https://user-images.githubusercontent.com/18072013/201517978-5bc9b4c3-6b3a-4b35-b617-3e7640a05c20.png)