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README.md

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## Euro Truck Simulator 2 / American Truck Simulator Map Renderer
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## ts-map with navigation mode
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This Application reads ATS/ETS2 files to draw roads, prefabs, map overlays, ferry lines and city names.
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<b>This is the first time I ever programmed in C#.</b>
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#### 1.31 (ATS/ETS2 open beta) Supported
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This is a fork of the original ts-map project that includes a navigation mode, giving the possibility to calculate the best path between two prefab items and selecting not only roads but also roads inside prefabs.
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![Preview of the map](/docs/preview.jpg "Preview of the map")
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### How does it calculate paths?
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Using Dijkstra's Algorithm. Every single prefab item has a dictionary that contains information of near and reachable prefabs from that specific prefab.
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### Supported maps / DLC
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- ATS
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- Base
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- Nevada
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- Arizona
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- New Mexico
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- ETS2
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- Base
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- Going East!
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- Scandinavia
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- Vive la France !
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- Italia
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### Why is it so slow?
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Because Dijkstra's Algorithm explore all the nodes(prefabs) and since ETS2 currently has nearly 20000 nodes it requires some time to find the best path. There's another algorithm called A* that explore nodes that are more near to the destination calculating an heuristic distance which I think can immediately find a valid path in some milliseconds. I hope to implement it soon.
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#### Dependencies (NuGet)
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[DotNetZip](https://www.nuget.org/packages/DotNetZip/)
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### How to choose start and end prefabs?
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#### Based on
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[Original project](https://github.com/nlhans/ets2-map)
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Currently these are choosed randomly since I didn't want to deal with C# UI. The idea was to put three button: the first and the second for enabling a mode where the user can select respectively a start prefab and an end prefab in the visualized area; the third starts the calculation.

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