Hasty Briefsbeta

Bilingual

Pathfinding

a year ago
  • #pathfinding
  • #game-development
  • #A*-algorithm
  • The author worked on pathfinding for NPCs in their game, focusing on dynamic environments, natural paths, and wrapping around borders.
  • Used A* search algorithm with space-partitioned queries to efficiently check blocked nodes in a dynamic environment.
  • Implemented a caching system for node blockage status, invalidating the cache every 500ms to keep up with real-time changes.
  • Added a proximity rating to nodes to prefer paths that maintain distance from objects, with an exponential effect to avoid close proximity.
  • Enabled path wrapping around game borders by adding off-screen nodes and using the closest NPC position for path following.
  • Optimized performance by splitting pathfinding processing over multiple game ticks to avoid perceptible delays.
  • Developed the solution independently, focusing on problem-solving and achieving performant, natural-looking paths.