Comments (1)
Rewritten this code so that it now generates a nodegrid based on a simple intermediate format. This moved most of the complexity to the core pathfindax library and made the generation alot faster for tilemaps. Its also much easier to add collisions to certain nodes before generating them which is used in the newly added unit tests.
from pathfindax.
Related Issues (20)
- Fix duality serializing fields it shouldnt HOT 1
- Fix potentialFields reporting a path was found while this is not the case HOT 1
- Split GridTransformer functionality HOT 2
- Add a unit test that checks if a zeroed out potential field returns zero vectors HOT 1
- Add MaxHeap unit tests HOT 1
- Add await support for PathRequest HOT 3
- Optimize MaxHeap HOT 1
- Add a benchmark project
- Remove unnecessary allocations in the astaralgorithm
- Add a maxheap that uses array indexes
- Replace hashset for the closedset with an array lookup
- Change the node classes to structs
- Add surrogate to prevent serialization of nodenetworks HOT 1
- Reduce the code duplication for the visualization code
- tilemap node generation not properly calculating offset and scale HOT 1
- PathfinderComponentBase.OnShutdown causing exceptions
- Formations
- Change CI build to match Singularity
- Support duality 3.0
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from pathfindax.