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limit steps in Jump? #5
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Got some code to demonstrate? Because right now i don't quite understand what you did and some more detail would be helpful. |
`struct GRID struct GRID_DATA
}; ... int begin = 100; this is my test code.` |
thank you very much. This is the best implementation I have seen.
When the scene has few obstacles (and cannot be reached directly), the execution efficiency will become worse.
I found that when I limit steps in Jump, performance will get better.
Can this be done?
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