L1-path-finder
Languages and libraries
pathfinding library
SHOW HN2015
30points
11comments
#914of 2,565 in 2015
Top 36%of 2015 by points
How HN took it
DebatedReal support and real criticism
2 positive, 1 neutral or asking, 0 mixed, 2 critical, out of 5 comments about the project. Thread score +0.07.
Performance: 2 for, 1 againstIdea: 0 for, 1 against
The thread, comment by comment
Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.
positive neutral or mixed critical about another commenter or something else the maker
What HN said
What people liked
Impressive speed for grid pathfinding
From 2 comments
This is insanely cool. I do game dev for a living, and pathfinding is one of the biggest hassles. Right now, it's in a weird spot where it's sort of free, since you can offload…
reitzensteinm on HNpretty cool...i've used a* and fast marching and i'm very impressed with speed improvement
jti107 on HN
Interesting approach to splitting world into convex volumes
From 1 comment
Reminds me that most optimisation is an exercise in caching, although I'd be curious how this compares to even more cache-y approaches. (e.g. complete lookup as a naive example)…
jheriko on HN
Objections
Pathfinding is only one component of a game
From 1 comment
It's just one of the components. For EPIC game you need some extraordinary game mechanics or graphics or story. Well, probably a combination of at least two of those three.
babuskov on HN
Questions
How do games pathfind in non-grid open worlds
From 1 comment
We've seen a few grid A-star/grid-based pathfinding articles and tools now and they're really interesting but every time I see one I can't help but think, "how is pathfinding…
nerdy on HN
Does it use an L1 norm
From 1 comment
Does this use an L1 norm?
frozenport on HN
Alternatives named
Navmeshes
From 2 comments
it varies from game to game. most often there is some kind of sparse 'navmesh' containing nodes in a 'grid' for doing the classical part of path finding. its possible to do this…
jheriko on HNThere are different methods, but for many 3D games people use navmeshes for planning. Grids are kind of neat in that there are lots of little tricks you can use to speed things…
33a on HN
Visibility graphs
From 1 comment
Visibility graphs seem to be a lot more efficient (and straightforward!) than A* or more basic algorithms.
vortico on HN
A* and fast marching
From 1 comment
pretty cool...i've used a* and fast marching and i'm very impressed with speed improvement
jti107 on HN