Roland
Roland
`_.humanize` method fails in its current state of implementation on trivial cases. See [specs](https://raw.github.com/Yonaba/Allen/master/specs/allen_spec.lua).
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...
Custom search algorithm, cooked by @rafaelcastrocouto. See [here](https://github.com/qiao/PathFinding.js/pull/58) ![img](https://cloud.githubusercontent.com/assets/422159/3165930/dd1606e4-eb5a-11e3-8335-a77450b458d4.png) - It performs better than Astar on some cases - Already uses binary heaps (two heap internally) - When expanding from...
This feature is not likely to be useful (included in [1.8.1](https://github.com/Yonaba/Jumper/blob/jumper-1.8.1-1/version_history.md#181-03012013)). It sounded like something good,at first, but it should be removed in the next release. Plus, it does not...
Following Depth First search and Besr First Search, include Breadth First search, for uniform-cost grids and point graphs. Pseudo-code: ``` procedure BFS(G,v) is create a queue Q create a vector...
> Shortest Path Faster Algorithm (SPFA) is an improvement of the Bellman–Ford algorithm which computes single-source shortest paths in a weighted directed graph. The algorithm is believed to work well...
Description for Lazy ThetAstar [here](http://aigamedev.com/open/tutorial/lazy-theta-star/), with pseudocode given. It is another any-angle path planning algorithm which reduces the number of length-of sight (LOS) checks per step, thus optimizing performance of...
As of now, Jumper only features grid type as an input data structure for pathfinding. PointGraph maps can also be featured, as all the search algorithms implemented (but Jump Point...
Will check if a given node is visible from another given node. ``` lua -- Returns true if nodeB is visible from nodeA or vice versa -- allowDiagonal will depend...
Could be an interesting feature to be added to the pathfinder class. Sometimes, we do want to avoid some specific nodes without marking them as unwalkable. I am thinking of...