Closed Dan-Matt closed 5 years ago
Just to reiterate - I don't mind if you include this feature or not I just wanted to make you aware of it! Thanks
Ah I actually had a 'cutCorners' option in a really old A* version (https://roy-t.nl/2009/02/24/implementing-a-path-finding-in-c-and-xna-source-code-can-we-cut-the-corner.html). I didn't implement that option in the new version yet. I think the way you've done it, only checking late is pretty smart. I'm not sure if I want to integrate it yet. But I'll keep this ticket open.
Thanks a lot!
Right okay fair enough! Thanks for the feedback - no problem!
I've thought of another option that might solve this. See #18, no ETA though :)
Sweet sounds good I'll be following this!
This isn't really an issue, it's more of a feature. I was having a problem in that the path will cut corners instead of finding the way around. This is probably standard A* behaviour but I needed it to work a bit differently for a game I'm working on. I forked the code and made the change. Dan-Matt@c1633de
I just thought I'd let you know in case you wanted to use it or adapt it. The difference can be seen here-
How did you achieve that I am interested to know?
This isn't really an issue, it's more of a feature. I was having a problem in that the path will cut corners instead of finding the way around. This is probably standard A* behaviour but I needed it to work a bit differently for a game I'm working on. I forked the code and made the change. https://github.com/EnderYoss/AStar/commit/c1633de8f2315c581e2005ab0e994151cecaf661
I just thought I'd let you know in case you wanted to use it or adapt it. The difference can be seen here-