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Bank, altitude, pitch gains appear to be negative.
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If the values in the grid are modified between the function `easystar.setGrid(grid);` and the functions `easystar.findPath(...); easystar.calculate();` a "valid but not shortest" path is found.
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Hi, I'm working in a game and I need not use diagonals to avoid cutting corners. Can you help me?
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Hello,
After updating my x20s and x18 to 1.5.9 the trainer function became inconsistable/not-workable.
The training set-up is as follow; master X20S slave X18 receiver Archer GR8 (2.1.14) in a Mu…
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Would you recommend using this for a tactical rpg where:
1.) The amount of tiles player can move to are restricted by the amount of moves they have left.
2.) If player uses moves, it is reflecte…
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### Describe the bug
Agents will occasionally move diagonally to the next square instead of turning right at 90 degree angles (for example at the timestamp 0:03) when calling this function
` moveA…
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If you setup a grid were all tiles are 1 like [1,1,1,1,....], set tiles [1,2] as walkable and change the map during the game by setting one tile to 2 it will break the path finding. At first it will t…
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Hi,
I was wondering if there is any reason Easystar should not use [`Promise`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise) objects. My idea is that ins…
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Hey,
just found this library and its really great!
Would it be possible to add an additional cost for changing direction? This way I could avoid the zig zag (which is of course the correct shortes…
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Pathfinding looks like a great candidate to take advantage of the performance boost asm.js can provide. Did anyone experiment with it?