Other than that, a few changes were made, including a fix on the new sprint control where the player could sprint if they were still moving and the key wasn't held down. However, they couldn't sprint when the key was held down and the player started moving. We fixed that!
As for homework, I finally figured out how to manage the priority queue for best-first searches and use the function object syntax (overloading parentheses) to make compare functions in the template for Greedy Best-First, Dijkstra, and A*.
What's next? Finally getting back to terrain!
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