5 ms·
Or when player moves. But this is also something that came to my mind. They acknowledge this in a footnote: [3] The approach I ended up using is very similar t
by poincaredisk 2y ago
Or when player moves. But this is also something that came to my mind. They acknowledge this in a footnote:
[3] The approach I ended up using is very similar to a Dijkstra map, a pathfinding tool from roguelike games, which I discovered as I was writing this. As far as I could tell, my approach extends a Dijkstra map to handle minimal updates as the target moves and obstacles update