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Pathfinding

Your enemy chases the player and it looks alive, right up until the player steps behind a wall. Then it presses its face into the brick and stays there. The reflex fix is A, and roughly half the ti…

  • OverviewPathfinding — getting an agent from A to B when the straight line is a wall
  • Part 01Part 01 — the chase that does not need a path
  • Part 02Part 02 — a grid that knows where the walls are
  • Part 03Part 03 — off the grid, into the mesh
  • Part 04Part 04 — the agent that follows
  • Part 05Part 05 — paths that look like decisions
4 projects · 38 documents · 9 systems · 14 library notes · built 2026-07-21