Pathfinding News
The latest Pathfinding coverage curated for game developers.
git-amend shows how Unity 6.6’s NavWorld lets AI pathfinding run from jobs instead of stalling the main thread. The practical win is better scaling for reachability checks and route queries, …
GDC Festival of Gaming spotlights how Keeper’s bird companion flight stayed within budget by balancing pathfinding, locomotion, and animation. The session focuses on the memory tradeoffs behind fixed-wing movement, a …
Unity details how Deep Rock Galactic: Survivor was reworked for mobile, where thousands of enemies, projectiles, and UI events had to fit inside a 3 GB iPad and a wildly …
GDC Festival of Gaming spotlights how Keeper’s bird companion handles fixed-wing flight, with a focus on pathfinding, locomotion, and animation. The session clip shows the team tackling a deceptively hard …
A long-running A* pathfinding deep dive now has a fresh release centered on differential heuristics, the same family of tricks that helps large route planners stay responsive. The update replaces …
A new grid-visibility method can trace line of sight across an entire 2D map in one pass, with O(n) compute and memory cost. It avoids preprocessing and stays independent of …
NeoAxis Engine 2026.2 lands with a practical mix of rendering, import, pathfinding, and networking upgrades. PBR output is cleaner by default thanks to the Khronos PBR Neutral Tonemapper, while glTF/GLB …
Hex map pathfinding in Unity 6000.3.17f1 gets a small but important cleanup: the cursor now only retriggers searches when the hovered cell actually changes. The bigger shift is storing the …
This new multi-threaded A* pathfinding framework significantly boosts performance, achieving over 350 FPS with 1000 agents. Developers focused on dynamic environments will find its Recast-based mesh generation and crowd coordination …