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 HN
    • pretty 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

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 HN
    • There 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

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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