[{"data":1,"prerenderedAt":189},["ShallowReactive",2],{"project-9463184":3},{"id":4,"name":5,"line":6,"line_source":7,"title":8,"url":9,"domain":10,"maker":11,"posted_at":12,"year":13,"points":14,"comments":15,"rank_in_year":16,"shown_in_year":17,"top":18,"tier":19,"category":20,"subcategory":21,"format":22,"keywords":23,"reception":28,"sentiment":29,"stance_mix":30,"scored_comments":34,"aspects":35,"strip":38,"post_text":40,"what":41,"said":55,"maker_in_thread":116,"shape":125,"grid":129,"attempts":149,"same_week":150,"maker_shows":180,"maker_hidden":181,"reader_version":182,"card":183},"9463184","L1-path-finder","A fast path planner for grids","title","Show HN: L1-path-finder, a fast path planner for grids","http:\u002F\u002Fmikolalysenko.github.io\u002Fl1-path-finder\u002Fwww\u002F","mikolalysenko.github.io","33a",1430364329,2015,30,11,914,2565,36,"shown","languages","pathfinding library","library",[24,25,26,27],"pathfinding","grid path planning","a star alternative","l1 norm","debated",0.067,{"positive":31,"neutral":32,"mixed":33,"critical":31},2,1,0,5,{"performance":36,"idea":37},{"positive":31,"critical":32},{"positive":33,"critical":32},[33,34,32,33,33,33,32,33,34,39,33],3,null,{"problem":40,"audience":42,"pricing":40,"motivation":40,"time_to_build":40,"stack":53,"openness":54,"stage":54,"team_size":54},{"value":43,"source":44,"evidence":45},"game developers","inferred",[46,50],{"id":47,"by":48,"text":49},"9464320","reitzensteinm","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…",{"id":51,"by":11,"text":52},"9464744","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…",[],"unknown",{"praise":56,"objections":73,"requests":81,"questions":82,"alternatives":97},[57,66],{"value":58,"source":59,"evidence":60},"Impressive speed for grid pathfinding","commenter",[61,62],{"id":47,"by":48,"text":49},{"id":63,"by":64,"text":65},"9478202","jti107","pretty cool...i've used a* and fast marching and i'm very impressed with speed improvement",{"value":67,"source":59,"evidence":68},"Interesting approach to splitting world into convex volumes",[69],{"id":70,"by":71,"text":72},"9464515","jheriko","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)…",[74],{"value":75,"source":59,"evidence":76},"Pathfinding is only one component of a game",[77],{"id":78,"by":79,"text":80},"9469812","babuskov","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.",[],[83,90],{"value":84,"source":59,"evidence":85},"How do games pathfind in non-grid open worlds",[86],{"id":87,"by":88,"text":89},"9464407","nerdy","We've seen a few grid A-star\u002Fgrid-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…",{"value":91,"source":59,"evidence":92},"Does it use an L1 norm",[93],{"id":94,"by":95,"text":96},"9465655","frozenport","Does this use an L1 norm?",[98,105,112],{"value":99,"source":59,"evidence":100},"Navmeshes",[101,104],{"id":102,"by":71,"text":103},"9464531","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…",{"id":51,"by":11,"text":52},{"value":106,"source":59,"evidence":107},"Visibility graphs",[108],{"id":109,"by":110,"text":111},"9463976","vortico","Visibility graphs seem to be a lot more efficient (and straightforward!) than A* or more basic algorithms.",{"value":113,"source":59,"evidence":114},"A* and fast marching",[115],{"id":63,"by":64,"text":65},{"comments":39,"answered":31,"key":117},[118,119,122],{"id":51,"text":52},{"id":120,"text":121},"9464755","Also if you click on the logo and drag around, the blue dots will chase your mouse.",{"id":123,"text":124},"9468509","Yes.",{"commenters":126,"max_depth":31,"maker_replies":39,"first_comment_mins":127,"lifespan_hours":128},8,331,64,[130,132,134,136,137,138,140,142,145,146,148],[70,33,33,131,71,33],"other\u002Fneutral\u002Fidea",[47,32,34,133,48,33],"project\u002Fpositive\u002Fperformance",[78,32,32,135,79,33],"project\u002Fcritical\u002Fidea",[87,31,33,131,88,33],[102,31,33,131,71,33],[51,31,33,139,11,32],"project\u002Fneutral\u002Fidea",[109,39,32,141,110,33],"project\u002Fcritical\u002Fperformance",[120,143,33,144,11,32],4,"project\u002Fpositive\u002Fdesign",[63,34,34,133,64,33],[94,147,39,139,95,33],6,[123,147,33,139,11,32],[],[151,155,160,165,170,175],{"id":152,"name":153,"points":154,"category":20},"9498874","kiUi",136,{"id":156,"name":157,"points":158,"category":159},"9477032","zindex",125,"dev_tools",{"id":161,"name":162,"points":163,"category":164},"9485714","nvParse",123,"data",{"id":166,"name":167,"points":168,"category":169},"9491978","My Hacker News",78,"consumer_social",{"id":171,"name":172,"points":173,"category":174},"9476603","PID",73,"learning_science",{"id":176,"name":177,"points":178,"category":179},"9502015","Estimote Indoor Location SDK",71,"infrastructure",7,false,"v2",{"id":184,"name":5,"line":6,"ai":181,"cat":20,"year":13,"points":14,"comments":15,"rec":28,"s":185,"top":18,"kw":186,"maker":11,"domain":10,"tier":19,"attempts":33,"strip":187,"url":9,"mix":188,"praise":58,"objection":75,"sub":21},9463184,0.07,[24,25,26,27],"05100010530",[31,32,33,31],1793990923855]