- cross-posted to:
- bevy@programming.dev
- cross-posted to:
- bevy@programming.dev
It uses the novel Polyanya algorithm instead of the classical A*.
I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project 😅
I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.
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