#pathfinding — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #pathfinding, aggregated by home.social.
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Improving Heuristics for A* Pathfinding
https://www.redblobgames.com/pathfinding/heuristics/differential.html
Comments: https://news.ycombinator.com/item?id=49079995
#HackerNews #AStarPathfinding #Heuristics #GameDevelopment #Pathfinding #Algorithms #RedBlobGames
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Improving Heuristics for A* Pathfinding
https://www.redblobgames.com/pathfinding/heuristics/differential.html
Comments: https://news.ycombinator.com/item?id=49079995
#HackerNews #AStarPathfinding #Heuristics #GameDevelopment #Pathfinding #Algorithms #RedBlobGames
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Improving Heuristics for A* Pathfinding
https://www.redblobgames.com/pathfinding/heuristics/differential.html
Comments: https://news.ycombinator.com/item?id=49079995
#HackerNews #AStarPathfinding #Heuristics #GameDevelopment #Pathfinding #Algorithms #RedBlobGames
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Improving Heuristics for A* Pathfinding
https://www.redblobgames.com/pathfinding/heuristics/differential.html
Comments: https://news.ycombinator.com/item?id=49079995
#HackerNews #AStarPathfinding #Heuristics #GameDevelopment #Pathfinding #Algorithms #RedBlobGames
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Improving Heuristics for A* Pathfinding
https://www.redblobgames.com/pathfinding/heuristics/differential.html
Comments: https://news.ycombinator.com/item?id=49079995
#HackerNews #AStarPathfinding #Heuristics #GameDevelopment #Pathfinding #Algorithms #RedBlobGames
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I published a Godot 4.7.1 formation-movement example: a virtual anchor, stable named slots, authored release/reform zones, and aggregate arrival.
In one named eight-member gate scenario, the receipt recorded 296 actual target writes versus 4,256 in the explicit write-every-tick model: 3,960 avoided. That's a correctness receipt, not a performance benchmark.
Article, Web demo, source, and receipts:
https://vav-labs.com/blog/formation-movement-in-godot/ -
I published a Godot 4.7.1 formation-movement example: a virtual anchor, stable named slots, authored release/reform zones, and aggregate arrival.
In one named eight-member gate scenario, the receipt recorded 296 actual target writes versus 4,256 in the explicit write-every-tick model: 3,960 avoided. That's a correctness receipt, not a performance benchmark.
Article, Web demo, source, and receipts:
https://vav-labs.com/blog/formation-movement-in-godot/ -
I published a Godot 4.7.1 formation-movement example: a virtual anchor, stable named slots, authored release/reform zones, and aggregate arrival.
In one named eight-member gate scenario, the receipt recorded 296 actual target writes versus 4,256 in the explicit write-every-tick model: 3,960 avoided. That's a correctness receipt, not a performance benchmark.
Article, Web demo, source, and receipts:
https://vav-labs.com/blog/formation-movement-in-godot/ -
In a tower defense, a player can drop one tower that walls off the path and softlocks the wave. The fix isn't to place it and hope pathfinding recovers — it's to validate first: treat the tower as a temporary blocker, ask if a route still exists, revert if it doesn't, and only then commit.
I built a playable Godot 4.7 demo for it: place towers, watch the path reroute, try to seal it and get rejected.https://vav-labs.com/blog/tower-defense-path-validation-in-godot/
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I kept hitting the same five AStarGrid2D mistakes in Godot, so I wrote the reference I wanted — and built an interactive sandbox for the gotchas you have to *see*: corner-cutting across diagonal modes, weighted routing, and the jumping_enabled trap that ignores your weights.
Every claim checked against the docs and the C++ source, 4.0→4.7.
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I kept hitting the same five AStarGrid2D mistakes in Godot, so I wrote the reference I wanted — and built an interactive sandbox for the gotchas you have to *see*: corner-cutting across diagonal modes, weighted routing, and the jumping_enabled trap that ignores your weights.
Every claim checked against the docs and the C++ source, 4.0→4.7.
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I kept hitting the same five AStarGrid2D mistakes in Godot, so I wrote the reference I wanted — and built an interactive sandbox for the gotchas you have to *see*: corner-cutting across diagonal modes, weighted routing, and the jumping_enabled trap that ignores your weights.
Every claim checked against the docs and the C++ source, 4.0→4.7.
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I kept hitting the same five AStarGrid2D mistakes in Godot, so I wrote the reference I wanted — and built an interactive sandbox for the gotchas you have to *see*: corner-cutting across diagonal modes, weighted routing, and the jumping_enabled trap that ignores your weights.
Every claim checked against the docs and the C++ source, 4.0→4.7.
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I kept hitting the same five AStarGrid2D mistakes in Godot, so I wrote the reference I wanted — and built an interactive sandbox for the gotchas you have to *see*: corner-cutting across diagonal modes, weighted routing, and the jumping_enabled trap that ignores your weights.
Every claim checked against the docs and the C++ source, 4.0→4.7.
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Unity Steering Behaviors #Unity #Steeringbehaviors #Autonomouscharacters #Gamedevelopment #Ai #Pathfinding #Movement #Navigation #AssetStore
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LaneGraph: A Lightweight Lane-Based Navigation System for Unit... #Unity #Lanebasednavigation #Pathfinding #Roadnetwork #Trafficsignalcontrol #Aalgorithm #Unitymathematics #AssetStore
https://u3dn.com/packages/lanegraph-a-lightweight-lane-based-navigation-system-for-unity-315076
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Atavism X.7 On-Premises: A Comprehensive M... #Mmorpg #Gamedevelopment #Serversoftware #Atavism #Unity #Gameengine #Scalable #Highperformance #Workloadbalancing #Pathfinding #Weathersystem #Pets #Socialfeatures #Minimap #Loadingscreen #AssetStore
https://u3dn.com/packages/atavism-x-7-on-premises-a-comprehensive-mmorpg-platform-241005
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Recursively apply patterns for pathfinding
#HackerNews #Recursively #apply #patterns #for #pathfinding #pathfinding #algorithms #recursive #patterns #coding #techniques #software #development
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Recursively apply patterns for pathfinding
#HackerNews #Recursively #apply #patterns #for #pathfinding #pathfinding #algorithms #recursive #patterns #coding #techniques #software #development
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Recursively apply patterns for pathfinding
#HackerNews #Recursively #apply #patterns #for #pathfinding #pathfinding #algorithms #recursive #patterns #coding #techniques #software #development
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Recursively apply patterns for pathfinding
#HackerNews #Recursively #apply #patterns #for #pathfinding #pathfinding #algorithms #recursive #patterns #coding #techniques #software #development
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Recursively apply patterns for pathfinding
#HackerNews #Recursively #apply #patterns #for #pathfinding #pathfinding #algorithms #recursive #patterns #coding #techniques #software #development
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Looks like path finding is now working.
Since it was Sunday and I touched a bit of grass, I delegated this feature to a Copilot coding agent.
So, I went to the bakery for some bread and coffee while this was being done by a bot in a PR
Oh this is F# and MonoGame btw
It felt like working with someone else TBH, I made some changes to the PR, I asked it to fix bugs and edge cases, and I made sure that the code was what I would expect in order to maintain it in the future.
So no compromises in quality (well maybe a little 😅, I've seen worse) -
Looks like path finding is now working.
Since it was Sunday and I touched a bit of grass, I delegated this feature to a Copilot coding agent.
So, I went to the bakery for some bread and coffee while this was being done by a bot in a PR
Oh this is F# and MonoGame btw
It felt like working with someone else TBH, I made some changes to the PR, I asked it to fix bugs and edge cases, and I made sure that the code was what I would expect in order to maintain it in the future.
So no compromises in quality (well maybe a little 😅, I've seen worse) -
Looks like path finding is now working.
Since it was Sunday and I touched a bit of grass, I delegated this feature to a Copilot coding agent.
So, I went to the bakery for some bread and coffee while this was being done by a bot in a PR
Oh this is F# and MonoGame btw
It felt like working with someone else TBH, I made some changes to the PR, I asked it to fix bugs and edge cases, and I made sure that the code was what I would expect in order to maintain it in the future.
So no compromises in quality (well maybe a little 😅, I've seen worse) -
Looks like path finding is now working.
Since it was Sunday and I touched a bit of grass, I delegated this feature to a Copilot coding agent.
So, I went to the bakery for some bread and coffee while this was being done by a bot in a PR
Oh this is F# and MonoGame btw
It felt like working with someone else TBH, I made some changes to the PR, I asked it to fix bugs and edge cases, and I made sure that the code was what I would expect in order to maintain it in the future.
So no compromises in quality (well maybe a little 😅, I've seen worse) -
Looks like path finding is now working.
Since it was Sunday and I touched a bit of grass, I delegated this feature to a Copilot coding agent.
So, I went to the bakery for some bread and coffee while this was being done by a bot in a PR
Oh this is F# and MonoGame btw
It felt like working with someone else TBH, I made some changes to the PR, I asked it to fix bugs and edge cases, and I made sure that the code was what I would expect in order to maintain it in the future.
So no compromises in quality (well maybe a little 😅, I've seen worse) -
Need special AI, behaviour tree, graphs or Path-Finding Navigation modules for your game for #MadeWithDefold Jam 2025?
Check out amazing extensions and modules on Defold Assets page: https://defold.com/tags/stars/ai
#gamedev #indiedev #ai #pathfinding #navigation #indiegame #solodev
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Need special AI, behaviour tree, graphs or Path-Finding Navigation modules for your game for #MadeWithDefold Jam 2025?
Check out amazing extensions and modules on Defold Assets page: https://defold.com/tags/stars/ai
#gamedev #indiedev #ai #pathfinding #navigation #indiegame #solodev
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Need special AI, behaviour tree, graphs or Path-Finding Navigation modules for your game for #MadeWithDefold Jam 2025?
Check out amazing extensions and modules on Defold Assets page: https://defold.com/tags/stars/ai
#gamedev #indiedev #ai #pathfinding #navigation #indiegame #solodev
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Need special AI, behaviour tree, graphs or Path-Finding Navigation modules for your game for #MadeWithDefold Jam 2025?
Check out amazing extensions and modules on Defold Assets page: https://defold.com/tags/stars/ai
#gamedev #indiedev #ai #pathfinding #navigation #indiegame #solodev
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Day 17 to NULL Train!
Two types of enemies and they seek you to attack you.Follow along as we share from Day 17 to Early Access.
Play the demo. Wishlist now: https://store.steampowered.com/app/3717840/NULL_Train/
#day17 #gamedev #gameplay #gameplayshorts #gamedevelopment #nulltrain #indiedev #indiegamedev #steamgame #devlog #gamedemo #pixelart #wishlistideas #wishlist #roguelike #madeinhawaii #steamnextfest #earlyaccess #enemies #pathfinding #attack
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To all those people out there saying "we are done with a certain line of research"...remember: there is always a #path forward (pun intended :-))
In this case progress was made on #pathfinding in #graphs!
https://www.quantamagazine.org/new-method-is-the-fastest-way-to-find-the-best-routes-20250806/
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To all those people out there saying "we are done with a certain line of research"...remember: there is always a #path forward (pun intended :-))
In this case progress was made on #pathfinding in #graphs!
https://www.quantamagazine.org/new-method-is-the-fastest-way-to-find-the-best-routes-20250806/
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To all those people out there saying "we are done with a certain line of research"...remember: there is always a #path forward (pun intended :-))
In this case progress was made on #pathfinding in #graphs!
https://www.quantamagazine.org/new-method-is-the-fastest-way-to-find-the-best-routes-20250806/
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To all those people out there saying "we are done with a certain line of research"...remember: there is always a #path forward (pun intended :-))
In this case progress was made on #pathfinding in #graphs!
https://www.quantamagazine.org/new-method-is-the-fastest-way-to-find-the-best-routes-20250806/
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To all those people out there saying "we are done with a certain line of research"...remember: there is always a #path forward (pun intended :-))
In this case progress was made on #pathfinding in #graphs!
https://www.quantamagazine.org/new-method-is-the-fastest-way-to-find-the-best-routes-20250806/
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Avoiding object avoidance in Pathfind on Godot - We can't avoid that can we? 😂😂😂😂😂
#gamedev #godot #pathfinding #metroidvania #devlog #indiegamedev -
Avoiding object avoidance in Pathfind on Godot - We can't avoid that can we? 😂😂😂😂😂
#gamedev #godot #pathfinding #metroidvania #devlog #indiegamedev -
Avoiding object avoidance in Pathfind on Godot - We can't avoid that can we? 😂😂😂😂😂
#gamedev #godot #pathfinding #metroidvania #devlog #indiegamedev -
Avoiding object avoidance in Pathfind on Godot - We can't avoid that can we? 😂😂😂😂😂
#gamedev #godot #pathfinding #metroidvania #devlog #indiegamedev -
Avoiding object avoidance in Pathfind on Godot - We can't avoid that can we? 😂😂😂😂😂
#gamedev #godot #pathfinding #metroidvania #devlog #indiegamedev -
Pathfinder search algorithm battle royale!
A-star (yellow) vs Breadth (green) vs Greedy (red) vs Depth (blue)
#gamedev #indiedev #maze #pathfinding