8000 N37: grid_pathfinding (#1154) · vilcans/rust-gamedev.github.io@1602928 · GitHub
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N37: grid_pathfinding (rust-gamedev#1154)
Co-authored-by: Joe Clay <27cupsofcoffee@gmail.com>
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content/news/037/index.md

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@@ -614,6 +614,31 @@ similarly to [`bevy_ecs`].
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[`System`]: https://docs.rs/edict/0.2.0-rc.3/edict/system/trait.System.html
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[`bevy_ecs`]: https://crates.io/crates/bevy_ecs
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### [grid_pathfinding]
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[grid_pathfinding] is a new pathfinding crate aimed at providing a fast,
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out-of-the-box system for pathfinding on various types of grids. While the
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current 0.1.1 release is not very configurable yet, the idea is to make the
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crate more malleable working towards a 0.2.0 release so that it will support
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a range of grids (4-connected, 8-connected, weighted, etc.) as well as
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heuristics. Specifically, [grid_pathfinding] 0.1 assumes a uniform-cost
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8-grid with a Chebyshev cost metric and heuristic. More long-term goals are
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support for multi-tile and multi-agent pathfinding variants.
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The current implementation is based on [Jump Point Search] with
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[improved pruning rules]. On top of this, [connected components] are used to
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avoid flood-filling behaviour if no path exists - see the
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[documentation][gp-docs] and [examples][gp-examples] for information on
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how to manage these components. Especially when simulating many agents in
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real-time, using components can make a big difference.
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[grid_pathfinding]: https://github.com/tbvanderwoude/grid_pathfinding
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[gp-docs]: https://docs.rs/grid_pathfinding/0.1.1/grid_pathfinding/
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[gp-examples]: https://github.com/tbvanderwoude/grid_pathfinding/tree/main/examples
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[Jump Point Search]: https://en.wikipedia.org/wiki/Jump_point_search
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[connected components]: https://en.wikipedia.org/wiki/Component_(graph_theory)
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[improved pruning rules]: https://www.researchgate.net/publication/287338108_Improving_jump_point_search
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->

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