Checking Godot's source to confirm suspicion about AStarGrid2D
Marcos' Mysterious Maze » Devlog
In this video I fix another routing bug, related to Godot's AStarGrid2D algorithm. Sometimes one makes assumptions about the behavior of an engine's feature that are simply incorrect. In that case, it helps that the engine is open source!
Marcos' Mysterious Maze
a puzzle roguelike-like
Status | In development |
Author | Marcos Donnantuoni |
Genre | Puzzle, Platformer |
Tags | Procedural Generation, Roguelike, Roguelite, Sokoban |
More posts
- Happy new year & I need your opinion about this!2 days ago
- New "physics" system allowing fragile crates39 days ago
- Pleasantly surprised by the procedural generatorSep 05, 2024
- Using Godot's ConfigFile class to store the game's shape codexSep 05, 2024
- Progress report: some Main Menu MusingsSep 05, 2024
- Keeping It Simple: trial and error vs. complex codeJul 25, 2024
- Simplifying difficulty bagsJul 19, 2024
- About difficulty bags & coming demoJul 16, 2024
- Basic save and load using Godot's JSON parserJul 10, 2024
- Restricting the map to visit only solved levelsJul 09, 2024
Comments
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This is interesting and I think you should make an issue if you have the time. I have a completely different use-case in my point and click game, where sometimes if you dig the player into getting themself stuck, they still try to walk to the point even though they are standing on a non-navigable tile. This causes them to jitter back and forth endlessly until you unstick them. I was stumped on why this happened but I think this answers it!
Thanks for sharing! Interesting. So perhaps more people have this issue... I'll try to make the report today.
I found out other person raised the same issue:
https://github.com/godotengine/godot/pull/86983