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andriyDev
/
landmass
A navigation system for video games written in Rust.
Apache License 2.0
10
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Create a library to integrate `oxidized_navigation` with `bevy_landmass`.
#61
andriyDev
opened
1 day ago
1
Add a `Sensor` for maintaining paths over time.
#60
andriyDev
opened
1 day ago
0
Allow querying for paths adhoc.
#59
andriyDev
opened
1 day ago
0
Document Characters in the landmass README.
#58
andriyDev
closed
2 days ago
0
Add support for 2D navigation.
#57
andriyDev
opened
2 days ago
0
Bump glam and geo versions for landmass.
#56
andriyDev
closed
2 days ago
0
Bump Bevy to 0.14.
#55
andriyDev
closed
3 days ago
1
Bump the version of bevy_landmass and landmass.
#54
andriyDev
closed
3 days ago
0
Exclude the assets from bevy_landmass publishing.
#53
andriyDev
closed
3 days ago
0
Fix a crash when creating nav meshes with no polygons or vertices.
#52
andriyDev
closed
3 days ago
1
Refactor pathing slightly to clean it up.
#51
andriyDev
closed
3 days ago
1
Allow debug drawing to draw boundary links.
#50
andriyDev
closed
4 days ago
0
Move the debugging code in the example to be part of `bevy_landmass::debug`.
#49
andriyDev
closed
1 week ago
1
Add `Character` support to `bevy_landmass`.
#48
andriyDev
closed
1 week ago
1
Add docs for pretty much everything in `bevy_landmass`.
#47
andriyDev
closed
1 week ago
1
Create an integration for `oxidized_navigation`.
#46
andriyDev
opened
1 week ago
0
Create an example for `bevy_landmass`.
#45
andriyDev
closed
1 week ago
0
Create an example for `bevy_landmass`.
#44
andriyDev
closed
1 week ago
0
Add `Character` support to `bevy_landmass`.
#43
andriyDev
closed
1 week ago
0
Add support for different coordinate systems.
#42
andriyDev
opened
1 week ago
1
Create a basic README for the repo as a whole.
#41
andriyDev
closed
1 week ago
0
Create a mono repo between landmass and bevy_landmass.
#40
andriyDev
closed
1 week ago
1
Add support for non-AI controlled characters.
#39
andriyDev
closed
1 week ago
0
Refactor `AgentId`, `IslandId`, and `BoundaryLinkId` into truly unique IDs.
#38
andriyDev
closed
1 week ago
1
Add clippy and format Github Actions.
#37
andriyDev
closed
2 weeks ago
1
Add a way to get the pathing results from the last update call.
#36
andriyDev
closed
2 weeks ago
1
Fix Archipelago not being Sync.
#35
andriyDev
closed
2 weeks ago
1
Exit early from pathfinding when nodes are not connected.
#34
andriyDev
closed
2 weeks ago
1
Improve the performance and structure of connectivity data.
#33
andriyDev
closed
2 weeks ago
1
Compute "boundary links" between islands and allow agents to path across them.
#32
andriyDev
closed
2 weeks ago
0
Consider implementing landmass with bevy_ecs.
#31
andriyDev
opened
2 months ago
0
Add `AgentNotOnNavMesh` and `TargetNotOnNavMesh`.
#30
andriyDev
closed
6 months ago
1
Switch license to MIT + Apache 2.0.
#29
andriyDev
closed
7 months ago
0
Move docs to the README.
#28
andriyDev
closed
7 months ago
1
Switch to MIT + Apache 2.0
#27
andriyDev
closed
7 months ago
0
Bump version to 0.2.0.
#26
andriyDev
closed
7 months ago
0
Update the README to include Islands.
#25
andriyDev
closed
7 months ago
0
Add `AgentState` to `Agent` to report the state of the agent to users.
#24
andriyDev
closed
7 months ago
0
Simplify creating islands
#23
andriyDev
closed
8 months ago
0
Report the state of agents back to clients (e.g., reached destination)
#22
andriyDev
closed
7 months ago
3
Sync the README with the crate doc comments.
#21
andriyDev
closed
7 months ago
0
Create a trait to visualize the Archipelago data.
#20
andriyDev
closed
9 months ago
0
Allow drawing properties of the Archipelago.
#19
andriyDev
closed
7 months ago
1
Fix linkable edges being computed incorrectly.
#18
andriyDev
closed
1 year ago
0
Add get_island_ids.
#17
andriyDev
closed
1 year ago
0
Mark islands clean during update.
#16
andriyDev
closed
1 year ago
0
Pass ValidNavigationMesh to Islands as Arcs.
#15
andriyDev
closed
1 year ago
1
Make Island and IslandId public.
#14
andriyDev
closed
1 year ago
0
Create Islands to support multiple nav meshes in one Archipelago.
#13
andriyDev
closed
1 year ago
1
Revert "Create LocalCollisionAvoidance trait to allow different implementations of avoidance"
#12
andriyDev
closed
1 year ago
0
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