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Pathfinding


Hello! I've recently been working on the pathfinding for NPCs in my game, which is something I've been looking forward to for a while now since it's a nice chunky problem to solve. I thought I'd write...

Ideally we wouldn't invalidate the whole cache since there will be sections of the game world where nothing has moved, but realistically this is a simple approach that works well enough. Producing the wrapped path was not actually the hard part, it was simple enough to give border nodes neighbours on the other side of the grid. My approach was to first benchmark and optimise things as much as I could, and then split the processing of a single pathing request over multiple game ticks.

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