Tag
Red Blob Games releases an interactive tutorial page on differential heuristics, an optimization technique for A* pathfinding, after over a decade of development.
A tutorial on improving A* pathfinding heuristics using landmark-based differential techniques to reduce node exploration, with interactive demos from game maps.
Explains how to use the A* algorithm for pathfinding around circular obstacles by converting the environment into a graph using tangent visibility and bitangent lines.
The Engineering Director of Age of Empires provides an in-depth analysis of the technical debt in the series' pathfinding system over the past 25 years, pointing out that legacy code, dynamic map mechanics, and floating-point errors caused by SIMD instruction sets replacing x87 extended precision are the root causes of classic bugs such as units clipping through walls.