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Plotting itineraries in the starmap is done using the A* algorithm.
Update steps take O(ln(n)) steps to complete where n is the number of steps already completed (insertion of new nodes inside a binary tree). This can become a problem for distant stars, causing the framerate to drop when looking for the shortest path.
A solution for this is to run the A* solver inside a Web Worker so that the main thread retains a constant framerate.
The text was updated successfully, but these errors were encountered:
Plotting itineraries in the starmap is done using the A* algorithm.
Update steps take O(ln(n)) steps to complete where n is the number of steps already completed (insertion of new nodes inside a binary tree). This can become a problem for distant stars, causing the framerate to drop when looking for the shortest path.
A solution for this is to run the A* solver inside a Web Worker so that the main thread retains a constant framerate.
The text was updated successfully, but these errors were encountered: