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#pathfinding — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #pathfinding, aggregated by home.social.

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  1. 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:
    vav-labs.com/blog/formation-mo

    #GodotEngine #GameDev #Pathfinding

  2. 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.

    vav-labs.com/blog/astargrid2d-

    #Godot #GodotEngine #GameDev #Pathfinding #IndieDev

  3. 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.

    vav-labs.com/blog/astargrid2d-

    #Godot #GodotEngine #GameDev #Pathfinding #IndieDev

  4. 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

  5. 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

  6. 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)

    #dotnet #fsharp #monogame #gamedev #pathfinding #developers

  7. 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)

    #dotnet #fsharp #monogame #gamedev #pathfinding #developers

  8. 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: defold.com/tags/stars/ai

    #gamedev #indiedev #ai #pathfinding #navigation #indiegame #solodev

  9. 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: defold.com/tags/stars/ai

    #gamedev #indiedev #ai #pathfinding #navigation #indiegame #solodev

  10. 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!

    quantamagazine.org/new-method-

  11. 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!

    quantamagazine.org/new-method-

  12. Pathfinder search algorithm battle royale!
    A-star (yellow) vs Breadth (green) vs Greedy (red) vs Depth (blue)
    #gamedev #indiedev #maze #pathfinding

  13. Pathfinder search algorithm battle royale!
    A-star (yellow) vs Breadth (green) vs Greedy (red) vs Depth (blue)
    #gamedev #indiedev #maze #pathfinding

  14. Learn how to explore a triangular grid and find a goal point with the A-star search algorithm in this pathfinding tutorial
    agatedragon.blog/2025/04/05/a-
    #gamedev #indiedev #maze #pathfinding

  15. Learn how to explore a triangular grid and find a goal point with the A-star search algorithm in this pathfinding tutorial
    agatedragon.blog/2025/04/05/a-
    #gamedev #indiedev #maze #pathfinding

  16. Learn how to generate a triangular grid, create walls, connect the triangular cells and render the cells in this Processing tutorial, using the Java programming language
    agatedragon.blog/2025/04/03/ge
    #gamedev #indiedev #maze #pathfinding

  17. Learn how to generate a triangular grid, create walls, connect the triangular cells and render the cells in this Processing tutorial, using the Java programming language
    agatedragon.blog/2025/04/03/ge
    #gamedev #indiedev #maze #pathfinding

  18. The 'Random Mouse Algorithm' is the best maze solving algorithm in the universe.
    It uses less memory than other wasteful pathfinding algorithms like 'Breadth First Search' and 'A-star'. Since it picks a random node at every junction. (1 / 2)
    #gamedev #indiedev #maze #pathfinding

  19. The 'Random Mouse Algorithm' is the best maze solving algorithm in the universe.
    It uses less memory than other wasteful pathfinding algorithms like 'Breadth First Search' and 'A-star'. Since it picks a random node at every junction. (1 / 2)
    #gamedev #indiedev #maze #pathfinding

  20. Learn how to explore a hexagonal grid and find a goal point with greedy best first search in this pathfinding tutorial
    agatedragon.blog/2025/03/25/gr
    #gamedev #indiedev #maze #pathfinding

  21. Learn how to explore a hexagonal grid and find a goal point with greedy best first search in this pathfinding tutorial
    agatedragon.blog/2025/03/25/gr
    #gamedev #indiedev #maze #pathfinding

  22. Learn how to generate a hexagonal grid, create walls, connect the hexagonal cells and render the cells in this Processing tutorial, using the Java programming language
    agatedragon.blog/2025/03/24/ge
    #gamedev #indiedev #maze #pathfinding

  23. Learn how to generate a node graph, connect the nodes and render the nodes in this Processing tutorial, using the Java programming language
    agatedragon.blog/2025/03/13/ge
    #gamedev #indiedev #maze #pathfinding

  24. AStar Pathfinding для агентов различного размера с использованием пространственного хэширования

    Наверное, большинству людей, связанных с программированием игр, известен алгоритм AStar . В интернете можно найти много примеров объяснения того, как он работает, и реализации для различных языков, когда размер (далее радиус) агента, которого необходимо перемещать по импровизированной карте, известен заранее и не меняется. Но когда речь заходит о поддержке агентов, обладающих разным радиусом, увы, информации не так много. Данный пробел я постараюсь восполнить в рамках этой статьи.

    habr.com/ru/articles/883210/

    #astar #pathfinding

  25. CW: AOC 2024 day 16

    Managed to get my Dijsktra-like solution to run below 50 ms for part 2, and ~6 ms for part 1. Probably could shed some more ms, but I think that’s pretty good already! #RustLang delivers.

    gitlab.com/silmeth/advent-of-c

    #AdventOfCode #AOC2024 #AdventOfCode2024 #Rust #pathfinding

  26. #News out of #Nintendo's #patent #lawsuit against #PocketPair, alleging the #GameMechanics of #Palworld are too similar to #Pokemon.

    We now know the main #patents, all filed in #Japan earlier this year after PalWorld's release...

    (Reminder that #IAmNotALawyer)

    No. 7493117 involves #collision and #pathfinding, and seems to be mostly related to trainer battles and entering battle by throwing one Pokemon at another. It's not clear to me how this is novel or unique enough for a lawsuit.

    No. 7528390 involves player characters mounting creatures and riding them around. As Pokemon is far from the only, first, or even a game with this mechanic for more than a few years, I don't see how they can claim this.

    No. 7545191 is the #PokeBall thing, which #PalBalls are very similar to, so much I was surprised they did that at the game's release (#Bugsnax at least used a non-spherical trap), but again, I'm not sure how this is unique or innovative enough for a lawsuit.

    #Gaming #GameDev

  27. »I must not fear.
    Fear is the mind-killer.
    Fear is the little-death that brings total obliteration.
    I will face my fear.
    I will permit it to pass over me and through me.
    And when it has gone past, I will turn the inner eye to see its path.
    Where the fear has gone there will be nothing. Only I will remain."

    Say it out loud if you think it helps today. Make it a mantra.

    #BeneGesserit #Fear #Perseverance #WorldBuilding #PathFinding