PATHING! In the curse-go project I figured out something #95

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opened 2025-10-04 03:15:58 +00:00 by zedshaw · 0 comments
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In the curse-you-go-rogue project I did the pathing slightly different by having the dijkstra algorithm treat enemies with collision as walls from the start. This meant that I didn't later have to check if the target move was occupied or not and the paths seemed to be better.

Test out this idea in this game too.

In the curse-you-go-rogue project I did the pathing slightly different by having the dijkstra algorithm treat enemies with collision as walls from the start. This meant that I didn't later have to check if the target move was occupied or not and the paths seemed to be better. Test out this idea in this game too.
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Reference: games/raycaster#95
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