Rohan Deshpande
Rohan Deshpande
There's forks that will do this, I forked someone else's fork for this, can't check his name right now but all props go to him https://github.com/rohan-deshpande/PathFinding.js There's already an open...
Original fork https://github.com/paulrobello/PathFinding.js There's a PR for it detailing the changes.
This is just a personal choice but, what's wrong with having 2 matrices? Isn't it clearer and more easily testable? Separation of concerns and all that. If you have a...
How about this takes a second argument or something and rather than "nearest" node it gets to a node within proximity? It could default to nearest but could be used...
Cool! I'm using this for a turn based combat system so maybe my use case is slightly different but consider this; what if threat is like cost? So a move...
Have you got any benchmarks to test the performance impact behind your claims? If you do, please share them. If not, please GTFO and write your own library which performs...
What you're saying may indeed be valid, but you can definitely say it without coming off like an ass, and even better still, contributing to the repo by forking a...
Cost is what you want, and it's currently not supported by the main branch. There's a fork that supports it though https://github.com/johnste/PathFinding.js
Hmm I guess that's the problem though, I don't have the end points. I guess I could find out every single possible path in the level then only include those...
Hey Imor, Well it's VERY far from a complete game right now, but the dev blog is http://projectgoldscript.com, not sure if it's good to feature incomplete stuff there but if...