Pathfinding is a crucial component of many games. Without it, your locations, buildings, units and resources are disconnected and unable to interact with each other. Additionally, since there are so many factors playing a role in successful pathfinding, things don’t always turn out as intended. This can severely detract from the enjoyment of the game. In our specific case, the performance of our pathfinding is crucial, as well as the fact that it needs to adapt to terrain manipulation. In the previous video we saw how burst-compiled systems utilise parallel threads to easily perform over 26 thousand pathfinding requests per second for 65 thousand units spread across the large map, at 5x game speed. However, the path segments were all on a simple grid road network. In this video, I’m not stopping at a simple road grid…
This is the story of implementing what I've learned into a gridless, interactive, world-building sandbox game called Minor Deity.
Minor Deity on Steam: https://store.steampowered.com/app/3876240/Minor_Deity/
Minor Deity Discord Server: https://discord.gg/2NEb4HxwhF
00:00 Introduction
00:48 I'm Just Getting Warmed Up: Going Off-Road
01:36 Square-Grid Searcher
03:31 Stress Test
04:43 Speed When Ignoring Rendering
05:15 Garbage Collection
05:46 Outro