bevy_northstar
works by dividing the map into chunks and then calculates nodes based on the entrances between chunks. The nodes are used in pathfinding to get a higher level path that is significantly faster to calculate over long distances. Once the high level path is determined between a start and goal point it's refined to get a more accurate path.
The crate is currently opinionated in the sense that it's not bring-your-own-grid. That may change in the future.
cargo run --example demo
Press P to switch between HPA* and traditional A*
- Works with 2d and 3d tilemaps
- Algorithms have been heavily benchmarked
- Gizmo debug view for Bevy
- 2D Demo
- Add dynamic "colliders" to factor into path finding, there's currently no avoidance for other npcs etc
- Add better integration with Bevy, event/time triggers and systems for dynamic refining paths will allow for greater performance
- Add functions for modifying/rebuilding tiles after they've been built
- 3d performance has performance issues greater than expected
- Add psuedo 3d support for tilemap layers (stairs, ramps) without relying on full 3d calculations
- Parallel building of the grid/graph
- Parallelize the Bevy systems mentioned above
- Add 3d examples
- kenny-minimap-pack: an 8x8 tileset from Kenney, licensed under CC0 1.0
Thanks to the following crates and blogs that have been used as references