Pathfinder

A Heirarchal Pathfinding algorithm, based on http://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf. Implemented with clearance values for different terrain types.

Goals

  • Generate near optimal paths, no more than 10% deviation from a true optimal path
  • Return incomplete paths so an actor can move before pathfinding is 100% done
  • No allocation of memory in the main algorithm
  • Trivially parallelizable
  • Paths respond to terrain changes
  • Minimal storage requirements
    • 2 bytes per tile for passability requirements.