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Add modes to modules like [litematica printer](https://github.com/Nekiplay/MeteorPlus/blob/main/src%2Fmain%2Fjava%2Fnekiplay%2Fmeteorplus%2Ffeatures%2Fmodules%2Fintegrations%2FLitematicaPrinter.java) …
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### Tested versions
- Reproducible in Godot 4.2.1 stable
### System information
Godot v4.2.1.stable - macOS 13.6.2 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
### Iss…
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Hi,
great job with the examples. I will definitely suggest your videos to my students.
In order to make the OneLoneCoder_PathFinding_AStar.cpp compile on linux, besides changing the include direct…
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### Tested versions
- v4.2.2.stable.official [15073afe3]
### System information
Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 32.0.15.…
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### Tested versions
- Reproduced in v4.3.beta2.official [b75f0485b]
### System information
Godot v4.3.beta2 - Fedora Linux 40.20240619.0 (Kinoite) - Wayland - GLES3 (Compatibility) - AMD Radeon RX …
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**Describe the project you are working on:**
I'm building a grid based rts management game, it involves a lot of astar functionality for pathfinding not only on the map. But also between areas of t…
Kequc updated
2 years ago
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Hi, within AStarTest you try to call the above-mentioned package, which doesn't exist. Was it never implemented, or did you just forget to git-add it? :)
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@112212 already developed a new Polygonal 2D A* Algorithm in C++, therefore, the task is to write bindings for JavaScript and implement in **mep-master**.
@112212's repo:
https://github.com/112212…
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I had some trouble getting the supplied AStar algorithm to properly work with a chunked grid.
Eg. An entity coordinate was outside of the specified width/height of the internal array used in AStar al…
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### Description
A collection of algorithms for pathfinding (just 2D ASTar is fine for now). Want to make this robust in the future though.
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### Proposed new ABI
TODO
```c
```