AI using Dijkstra
At the start of this week’s work, I was debugging an issue with the integration of the blueprint setup with
Gameplay Programmer
At the start of this week’s work, I was debugging an issue with the integration of the blueprint setup with
This week, I started with making a slight adjustment to the weight UI. Originally, I had the weight UI following
Navone, Estefania Cassingena. “Dijkstra’s Shortest Path Algorithm – a Detailed and Visual Introduction.” freeCodeCamp.Org, 3 Feb. 2022, www.freecodecamp.org/news/dijkstras-shortest-path-algorithm-visual-introduction/. Initial Implementation
After further thought on the graph’s design, I needed to determine a more efficient way for designers to set up
The first change I made was to add an offset variable for the z-axis so that the player’s hands align
Last time I was able to get the spline movement functioning so I decided it would be a good idea
First, I’ve decided to deviate from my initial schedule in order to focus on completing the basic functionality of player
Graph The graph system should be editable for both traversal on the ground and climbing traversal. Climb Graph Requirements for