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	<title>GSoC Smarter pathfinder - Revision history</title>
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	<updated>2026-04-21T04:42:47Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=GSoC_Smarter_pathfinder&amp;diff=1362&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
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		<updated>2026-02-24T05:59:19Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:59, 23 February 2026&lt;/td&gt;
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		<author><name>Qrow</name></author>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=GSoC_Smarter_pathfinder&amp;diff=1361&amp;oldid=prev</id>
		<title>intermisc/gamedev&gt;Abma at 19:23, 7 March 2012</title>
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		<updated>2012-03-07T19:23:50Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{deprecated|deprecated: kloot is already working on this}}&lt;br /&gt;
&lt;br /&gt;
= GSoC idea: Smarter pathfinder =&lt;br /&gt;
&lt;br /&gt;
== Why ==&lt;br /&gt;
Current pathfinder is rather inflexible and inefficient.&lt;br /&gt;
&lt;br /&gt;
== What ==&lt;br /&gt;
Spring&amp;#039;s pathfinder uses a 2d grid and is somewhat limited in functionality. A partial/full rewrite should be introduced to add support for navigating using more than 8 primary directions and selectively ignore certain unit types for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Spring&amp;#039;s Lua API should be extended to allow game developers to push new nodes/links and be able to alter or delete existing ones. (for pathfinder-aware tunnels/teleporting/etc.)&lt;br /&gt;
&lt;br /&gt;
Preferably this all should also be faster then the current system, or a compelling argument/experiment should be made that shows there can not be a faster system with the same features. &lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* Knowledge of graphs and pathfinding (particularly navigation graphs)&lt;br /&gt;
* Knowledge of C++&lt;br /&gt;
* Knowledge of Lua API/C bindings&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
Estimated: hard&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The pathfinder is one of the better encapsulated subsystems in spring; generally, there will only be minor changes required in the rest of the engine, if any. There&amp;#039;s a lot of algorithmic work to do under the hood, though:&lt;br /&gt;
* Cooperative pathfinding exists in a very scant form and could be greatly improved&lt;br /&gt;
* Navigation mesh could be introduced for better paths and faster searches - at the cost of generating the mesh and updating it online due to terrain modification&lt;br /&gt;
&lt;br /&gt;
[[Category:GSoC]]&lt;/div&gt;</summary>
		<author><name>intermisc/gamedev&gt;Abma</name></author>
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