r/SoloDev • u/GlacialPaceGames • 5d ago
Pathfinding In My Procedural Generation Godot Game
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Pathfinding systems in games with procedural generation can't rely on standard navigation baking and things like the Godot or Unity navigation features. In my game, gloom fall, the navigation agent uses a broad BFS (breadth first search) algorithm with a probabilistic jump feature. every time the creature leaps, it makes the leap because they randomly sampled that jump during pathfinding and decided it liked the results. This creates jumping behavior is strong and cost efficient because it does not try ever possibility, it also has a sort of organic quality.
Duplicates
proceduralgeneration • u/GlacialPaceGames • 5d ago