Xevion
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e637eac65b
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implement ChangeController optimizations (switch off from GridState)
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2020-11-24 17:21:54 -06:00 |
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Xevion
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a555a701af
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remove costly List calls via State attribute, use sorted lists + binary search for open list & IComparable in Node
also refactor Manhattan overloading and add SignedManhattan func
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2020-11-24 09:45:36 -06:00 |
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Xevion
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e0a7139705
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update project to Unity 2020.1.14f1
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2020-11-24 08:57:50 -06:00 |
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Xevion
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55fd387a0a
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gitignore and project meta files (prebranch & stash cleanup)
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2020-11-24 05:33:01 -06:00 |
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Xevion
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da17cd2c99
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remove TMP asset
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2020-11-14 01:47:28 -06:00 |
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Xevion
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20a378fa89
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A* adjacents small optimization, new RoomCarving level generation, extend RandomPlacement to allow 'carving', NodeGrid filled grid factory method, IsEdge & ClearRoom
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2020-11-14 01:43:17 -06:00 |
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Xevion
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3e6507193f
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switch GridState constructor to for loops for attempted performance optimization, undo IEnumerable parameters typing
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2020-11-14 00:29:55 -06:00 |
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Xevion
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665604bafc
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change NodeGrid/GridState to use 2d arrays for performance
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2020-11-14 00:13:31 -06:00 |
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Xevion
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792a8fa452
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support Width and Height properly (rectangles), automatic scaling & fit within Camera boundaries, add timescale clamp + clampedIncrement
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2020-11-13 21:39:25 -06:00 |
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Xevion
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ce4343c349
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fix off by one Random.Range generation (??), improve docs, GetAdjacentNodesArray
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2020-11-13 19:19:53 -06:00 |
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Xevion
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30b115ab2a
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begin working on new level/cave generation abilities, RandomPlacement & DrunkardWalk
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2020-11-13 18:26:35 -06:00 |
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Xevion
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3761b3c26b
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use Time.deltaTime based index calculations for changable precise state change code
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2020-11-13 10:51:27 -06:00 |
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Xevion
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21c666bd60
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switched GridState operations from List to 2d array, attempting to fix off-by-one mistakes, fix unwalkable start after nodeGrid.AddRandomWall
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2020-11-13 10:20:28 -06:00 |
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Xevion
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bca7e1f33f
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reformat shader with Rider's improved formatting
this formatting and intellisense was not available when the Shader was originally developed
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2020-11-13 10:18:39 -06:00 |
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Xevion
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6085dbf705
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add disable script reload
this script is simply a mild improvement over autorefresh. it disables autorefresh only when the app starts running, but not when it isn't running
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2020-11-13 10:17:09 -06:00 |
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Xevion
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b8e9e383c4
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switch to Vector2Int instead of float based System.Numerics.Vector2, redundant code removal command
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2020-11-13 09:20:43 -06:00 |
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Xevion
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caf071fc70
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add README for repo
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2020-11-13 09:08:42 -06:00 |
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Xevion
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75e9a87542
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add timing/state index/path length info via text object (+TextMeshPro assets)
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2020-11-10 11:12:17 -06:00 |
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Xevion
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e04c615f44
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continuously re-path, random start/end positions, 2 index skip speed, update shader colors
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2020-11-10 00:18:01 -06:00 |
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Xevion
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f2328a7b4b
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successful implementation of algorithm usage in Manager, random wall/start/end position placement, needs major feature and code cleanup
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2020-11-09 14:52:27 -06:00 |
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Xevion
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3591d16832
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add GridController for management of GridShader.shader, add RecordStates calls for path building
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2020-11-09 13:39:35 -06:00 |
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Xevion
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2d5938415e
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implement GridState code with accompanying refactoring, general fixes and cleanup, GetNode, IsValid, RecordState, GetStates etc.
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2020-11-08 23:28:27 -06:00 |
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Xevion
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3608f4f460
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fix NodeGrid width/height constructor, reformat
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2020-11-08 18:02:01 -06:00 |
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Xevion
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335a3d7b7f
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fix many errors, warnings and more, refactoring of naming, remove NODE_SIZE constant from original AStar algorithm
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2020-11-08 17:58:25 -06:00 |
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Xevion
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b4e281f158
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basic pathfinding scripts and setup
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2020-11-07 10:10:24 -06:00 |
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Xevion
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99bfed938f
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repo init
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2020-11-06 15:00:15 -06:00 |
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