Pathfinding AI at Scale in Contemporary Gaming
This is a great write up. As a software (but not game) dev I’m always fascinated by the performance challenges faced by game devs, and the clever hacks they come up with. Presumably the flow field is only a worthwhile optimisation if the number of grid cells is fewer than the number of rats? Since I imagine it’s doing the same sort of path finding for each cell as it would otherwise be doing for each rat.