Pathfinding
See original GitHub issueHi there,
I’ve been using the next
version of this library, and have finally wrapped my head around representing my cells with it correctly.
The context I am using this in is for, loosely, a text based adventure game. No rendering is needed.
I have extended Hex
to create my own, which includes properties to be used to calculate a cost to move through that tile.
The library seems to be missing (and mentioned as not yet completed or spoken as ‘coming soon’) the ability to find a path from one cell to another (and include the ability for cells to have different costs/weights).
I notice it has been some time since these comments were made or the library has been updated.
Is there any update on when or if this functionality might be coming? If not, can anyone recommend any alternatives or similar solutions they have found?
Thanks!
Issue Analytics
- State:
- Created 2 years ago
- Reactions:1
- Comments:8 (3 by maintainers)
Top GitHub Comments
I started working on the project again and implementing the A* algorithm might be a good way to dogfood the new API. I’ll let you know how it goes.
First of all: I’m sorry for replying this late. For some reason I didn’t get an email someone opened an issue. I’ll investigate what happened there.
It seems the A* algorithm is what you need. I’ve gotten less interested in continuing developing Honeycomb, but I can still try to help you. With the next version you should be able to achieve what you want. Can you share some code so I can do some suggestions?