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Pathfinder - Jump Point Search?


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I just found this amazing project on Github, which gives a great representation of how different pathfinding algorithms work. As expected, the A* algorithm currently used in the game works just fine, but the new Jump Point Search algorithm is unbelievably fast!

Since I'm not exactly experienced in AI- or pathfinding coding, I was wondering if implementing the Jump Point Search was possible and if the effort would be justified by increased performance?

http://qiao.github.i...ding.js/visual/

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  • 2 weeks later...

So if I see that correctly, the WIP-Pathfinder is a hierarchical A* with JPS optimization on a Grid of 16 cells per terrain cell with unit-based clearance and using a points-of-visibility algorithm with higher precision obstruction edges on the local step (local being the way to the next high level waypoint?)?

That seems like quite a beast. ;)

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