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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 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

  3. 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

  4. 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.

    vav-labs.com/blog/tower-defens

    #Godot #GodotEngine #GameDev #Pathfinding #IndieDev

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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)

  18. 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

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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

  24. 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-

  25. 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-

  26. 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-

  27. 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-

  28. 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-

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