prevent locally wandering paths by making diagonals cost 1.4x more #27
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Hi all,
I noticed that diagonals do not have a heuristic cost that is less than the taxicab distance, so I've added it in.
Previously, this resulted in paths that seemed to wander around the shortest path somewhat, but now it looks good.
The technique I used is to approximate the diagonal distance of a unit square as the relative heuristic.
However to keep the math using integers, I chose a square of side length 10 as the base cost, meaning that the diagonal would have cost 10*sqrt(2) = 14.14..., which I've approximated as 14. This seemed to work well so I haven't tried to see if there's any more optimization that can be done here.