Would an AStarGrid2D implementation for hexagonal grids be worth it? #8291
PsychonicJoe
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Related to #9710 |
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I'm super new so I wouldn't understand how to do it now but recently a need for it has popped up in one of my project ideas and I was thinking if I should invest the time into learning and implementing it.
Or should I just work on a local implementation in my own project.
The current AStarGrid2D works fine to some extent on the hexagonal grid but since each cell has 6 neighboring cells, there's always 2 disconnected cells causing the pathfinder to go to one of the other connected neighboring cells first then back to the original target which is redundant and looks very janky.
I don't know how the current implementation works exactly but I'm reading around but this is all new to me so I'd like to hear what you guys think.
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