Val Antonini
Val Antonini
Nice find, that second example looks particularly annoying. At a glance of your examples and the code, it appears it looks like it isn’t punishing when choosing a node on...
Hi @DoogeJ , I have rewritten this completely (currently on the development branch and as a 0.2.x-alpha nuget package. There are a lot of breaking changes but the code is...
Hi @shpitsmedia, > Awesome A* implementation! Thanks very much. > Do you have a clue what is wrong? The PunishChangeDirection is a bit rough and probably needs to be rethought....
Hi @holmas Thanks for reaching out and apologies for the slow response. You are absolutely right! because the parent and the first node have the same position, `qIsHorizontallyAdjacent` is always...
Thanks @carloshenrq, this is a neat idea. I'll have a look over it a soon but at first glance, it looks like it will need some unit tests before I...
Hi @Lurler, That makes sense. Just some clarifications: - Is it just the world grid that needs binary serialization? - Does the game map serializer use the [SerializableAttribute](https://learn.microsoft.com/en-us/dotnet/api/system.serializableattribute?view=net-6.0) to serialize...
Makes sense, I'll have a look at it this week. Did you get it from nuget? If so, i can publish a prerelease package with the change for you to...
Hi @Lurler, I've started work on a [branch](https://github.com/valantonini/AStar/tree/serialization-support). I noticed when writing the test that [a few of the binary serialization APIs are deprecated](https://learn.microsoft.com/en-us/dotnet/core/compatibility/core-libraries/5.0/binaryformatter-serialization-obsolete). I've only every binary serialized using...
It's no problem, the game engine may not necessarily be using that serialization method. I pushed up a beta version of the package to nuget with the serialization support. See...
@Lurler were you ever able to try this?