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Fast, lightweight and easy-to-use pathfinding library for grid-based games

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One would expect to have x followed by y (.e.g my grid is `grid[x][y]`). This engine unfortunately uses non-standard y first and then x second `[y][x]`. Took me few days...

I use Jumper, astar, for river generation and it uses way too much memory. I was wondering if its possible if you could do some internal optimization for memory. Some...

enhancement

When diagonal moves are allowed, an agent when turning around a corner (wall edge) can cross the corner. This behaviour might not be suitable for some games, as it results...

new feature

I created a custom cost eval function but we can finish that another time. Currently using the cost member from node

That's in `jumper/core/assert.lua` Fix: ```diff --- a/jumper/core/assert.lua +++ b/jumper/core/assert.lua @@ -96,7 +96,6 @@ if (...) then isBool = isBoolean, isMap = isMap, isStrMap = isStringMap, - isOutOfRange = isOutOfRange, isNil...

I am probably not the right person to ask this, as I am still new to Lua (more fluent in other dynamic language like javascript), but it seems like this...

It seems a typo. It was ignored by lua 5.1 but it raise an error with lua 5.2.

just add some missing `%` before dot.

Rather than always using the Euclidean distance metric to find the distance between nodes in the path, this commit adds an optional parameter to the `getPath` method to set the...