Epicguru / ThreadedPathfinding

A fast multithreaded implementation of A* intended for use with Unity.
MIT License
25 stars 4 forks source link

Add simple grammar and code corrections #1

Closed rafaeldolfe closed 3 years ago

rafaeldolfe commented 3 years ago

First of all thanks for you beautiful implementation of parallelization of A* in Unity. I am currently trying to implement it in my game and so far it's going smoothly! This pull request is just for touching up on the README.md a bit. I got an error when I copied your code, so I fixed that. But then I noticed some grammar errors too so I thought I should fix those too.

I have currently implemented a feature into your code. I need the path calculated by the thread to be returned to me as a List, and not to execute a void function (although I might still use that for debugging). So I implemented a PathfindingCoroutine which waits on the thread to finish, and then returns the final path to whichever function requested the pathfinding algorithm. All previous functionality is preserved. Let me know if that sounds like an interesting feature, in that case I could touch it up and make a pull request of it.

Cheers and thanks again, Rafael

Epicguru commented 3 years ago

Thanks for the PR. I don't really agree with the last grammar change, but I'll merge it anyway.

I'm interested in taking a look at the co-routine feature. If it works reliably, I'll merge that too.

As you may have noticed, I haven't worked on this project in 2 years. I'm currently working on a complete re-write, for a new game, using all the things I learned from this project to increase performance and ease-of-use. Once it's complete, I'll release it for free.

rafaeldolfe commented 3 years ago

Wow sorry about the last grammar change, you are right lol. Dunno why I added an s there.

Tbh since you do value performance a lot (which is good) I wonder if my coroutine solution will be of any value. I'll make a pull request if the final version of it seems very solid.

Epicguru commented 3 years ago

Ok, thanks. I'll close this PR now then.