#pathfinding

Karsten Schmidttoxi@mastodon.thi.ng
2026-03-10

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

Abstract artwork of lines in different shades of cyan & magenta on black background. All line directions are a multiple of 60 degrees.Abstract artwork of lines in different shades of cyan on black background. All line directions are a multiple of 90 degrees.Abstract artwork of lines in different shades of cyan & yellow/mustard on black background. All line directions are a multiple of 15 degrees.Abstract artwork of lines in different shades of cyan on black background. The lines are constrained by a boundary in the shape of a capital letter T.
2026-02-12

Really enjoying learning about #pathfinding algorithms and how to apply them to #tilemaps in #Godot.

#Godot4 #GDScript #GameDev #Programming #BFS #BreadthFirstSearch #tileset

2026-02-11

If I had a grid with grid-based movement, how would I go about finding all paths from a given spot with a given length?

Typical #pathfinding solutions seem to find the shortest path from point A to point B. But I want to find a list of all point B's where the path from point A is a length of (say) 5 (e.g. 5 grid cells).

Does something like this exist?

#GameDev #Programming

We’re really happy to see @selimanac pushing the Defold ecosystem forward!

A new beta of Defold Graph Pathfinder is out with static 2D navmesh pathfinding support ▢️

It's a high-performance C++11 A* graph pathfinding native extension built for Defold, designed for real-time games with hundreds to thousands of moving objects:

Available here: github.com/selimanac/defold-gr

#gamedev #indiedev #ai #navmesh #pathfinding #astar #MadeWithDefold

2025-10-13

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 πŸ˜…, I've seen worse)

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

Kevin Karhan :verified:kkarhan@infosec.space
2025-10-01

@loganer Granted, what people call "#AI" in games is usually just some randomization and #bots that fill the gaps with pre-determined rules and steps.

  • Nothing more or less...

That doesn't necessitate any #GPU but just simple #pathfinding and #Lua code to the point that any halfassed #GameEngine does have tools to setup basic #NPC|s and make them do stuff like "beg for money" and "offer items"...

  • The problems "#AIs" are solving are easier and more efficient to be solved by either halfassed-trained minimum-wage paid humans and/or accessible #documentation and #FAQs as well as reasonable defaults...
PaweΕ‚ - Witchcrafter βœ”witchcrafter@mastodon.gamedev.place
2025-08-24

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

808 Game Studio808gamestudio
2025-08-11
Thijsbefreax
2025-08-10

To all those people out there saying "we are done with a certain line of research"...remember: there is always a forward (pun intended :-))

In this case progress was made on in !

quantamagazine.org/new-method-

United Ghouls Studiountitledgamestudios
2025-05-16

Avoiding object avoidance in Pathfind on Godot - We can't avoid that can we? πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚

twitch.tv/untitledgamestudios

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

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

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

triangle grid with connected nodes and wall nodestriangle grid and wallstriangle grid with connected rendered lines and circles onlytriangle grid with connected rendered lines only

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

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

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