The code is all here (the files with "Pathfinder" in their names). My current perspective is that users with very fast PCs are the least important when optimising the game - in general it's best to focus on optimising the bottlenecks, so users with very slow PCs are the much more interesting problem . We want the gameplay to work well for every player; and to support multiplayer and replays (and to preserve sanity when debugging problematic behaviour) we really need the pathfinder to give identical results for every player; so performance is constrained by the slowest player we want to bother supporting (which nowadays is probably still (just about) single-core CPU and middling Intel GPU, i.e. not much opportunity for parallel computing). I've seen some interesting demos like ATI's Froblins of doing pathfinding on the GPU (just using D3D10 in that case) - that's more like the Continuum Crowds paper than SupCom2 is, in that it uses the crowd density when computing the potential field (and has to update it each time everyone moves). I don't know how practical it'd be for a game though - their demo seems to have few distinct pathfinding goals ("go to any gold" and "go to any temple" and not much else), and a uniform unit size and no formations etc, which cuts down the need for many distinct potential fields, so it'd be interesting to know if there are other clever parallelisable ways to do pathfinding that could work well in practice.