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3

It looks to me like the problem is just a typo here in your node type: public int fCost { get { return gCost = hCost; } } This should be a +, not an = This typo would result in your heuristic cost h alone being used when comparing items in the heap, so the algorithm would prefer nodes close to the target even if they have a larger ...


2

While this is an ancient thread, I thought it may be nice for posterity to have a bit to reference. The source of the formula is from Geometric Tools for Computer Graphics by Philip J. Schneider and David H. Eberly. Something to note, according to the text The tetrahedron V0, V1, V2, V3 is ordered so that it is isomorphic to the canonical one (0, 0, 0),...


1

For mirror like ground create a material with standard Shader make the metallic value to 1 and smoothness to 0.5 and attach it to the ground which will make object like a mirror. Now for the glowing objects create another material with standard Shader and then enable emission for material and then attach material to the model. for more info please follow ...


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