Open awddawawd opened 1 year ago
Yes, you can use the already implemented weighted-grid feature of python-patfinding. You just need to change your map to get higher cost values around your obstacles with increasing proximity. I don't have an example for this, also there is no implementation of it yet, but you could probably copy the concept of costmaps from ROS: http://wiki.ros.org/costmap_2d/hydro/inflation I could help you with an implementation if you have problems but I encourage you to try yourself first. Feel free to provide a PR, ideally with a bigger map for testing, a costmap generation algorithm, unit-tests and documentation in markdown for python-pathfinding.
Also extending python-pathfinding with a Theta*-implementation would be awesome, I think that would best work for you as well. (see https://news.movel.ai/theta-star and #3 )
Hi, I'm trying to create a path finding method for the game brawlstars and I was wondering if it could be possible to find a path that does take a little longer route but avoid touch a neighbor cell that is non walkable. This would be helpful for my project since in brawlstars, there's some kind of "auto adjustment" when you go straight to a wall that makes the player move a little in order to avoid getting hit, but this feature is quite annoying for a bot and can make it loose the track of the player.
For example this :
instead of the current that is :