grid_pathfinding
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Pathfinding on grids using jumping point search and connected components.
Addresses #3 by making it possible to specify whether diagonals are allowed, changing the generated node neighbors and heuristic accordingly
Hello! I'm very new to Rust and game development and this crate seemed like a good way to get started. I am however running into issues as the paths generated...
Hello! I appreciate this crate's straightforward interface, but it would be most useful to me if there were some way to restrict the paths so that diagonals movements were never...
Hey, I just saw this, nice crate!. I did something similar a while ago. [crisscross](https://github.com/thlorenz/crisscross) was never published as a crate, but I used it in one of my games...
Implements #11
Currently a [binary heap](https://en.wikipedia.org/wiki/Binary_heap) is used. Alternatives include a [pairing heap](https://en.wikipedia.org/wiki/Pairing_heap) or a [radix heap](https://en.wikipedia.org/wiki/Radix_heap). This could bring insertion cost [down from Θ(log n) to Θ(1)](https://en.wikipedia.org/wiki/Pairing_heap#Summary_of_running_times)
Closes #9