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Parkour on traverse #4847
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base: 1.19.4
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Parkour on traverse #4847
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@leijurv
From how I see it, the time it takes to actually reach the goal is reduced enough that the increased calculation time is worth it. If you still don't think so, I could also take out diagonal parkour and keep everything else. This would bring down the movement options to only 16. The code that I have right now is full of commented out stuff that I will implement again eventually. I just want to see if this idea will even be considered for merging before I devote even more time to it. The only two |
@leijurv Any comment on this? |
Hey I am not a dev or anything but can you provide a video of this? I would really like that |
@flowerey Sure, but if this is because you want to use these changes, you'll be pretty disappointed. Right now I'm just in a limbo waiting for @leijurv to confirm that this idea is worth implementing. I developed a base for the whole restructure, but this involves removing a bunch of functionality to later re-implement it. Functionality that includes every movement that isn't parkour or traverse. Additionally this probably breaks a lot of things, an example being parkour. Since my main focus right now has been the A* side of things, I haven't devoted the most time to making sure the path is followed correctly after calculation. I'll get to it if the PR idea is approved by leijurv but I remember hearing something about leijurv not being open to changing pathfinding? Maybe that was a conversation about A* to D* lite or something idrk. I just thought it would be best to check. If you want a tldr of the changes here, it's basically a switch from a static set of individual goals each defined in an enum to each movement returning a list to goals. In theory this should be a LOT better since we were using...some unconventional ways to get around this restriction beforehand ( 2025-09-30.21-49-08.mp4 |
oh i see, thanks :) |
Allow for parkour on open terrains, which should be slightly faster.