#Pathfinding
A database is "AI", pathfinding is "AI", etc

People need to stop mixing up "AI" and "chatbot"

en.wikipedia.org/wiki/Artific...
Artificial intelligence - Wikipedia
en.wikipedia.org
November 5, 2026 at 1:18 AM
It was a clever idea: giving BOTW and TOTK have a lot of immsim inspo in terms of doing whatever you can to solve a problem. It blends that with normal pathfinding and occasional linearity to guide players along the game.
November 4, 2026 at 3:17 PM
From my experience building this in Godot, a repeatable test scene with fixed settings is by far the most crucial element.
Pathfinding and crowd AI can be unpredictable, so having a deterministic scene where agents take identical routes allows you to actually isolate performance regressions.
November 3, 2026 at 10:28 PM
So, I've worked on two main important thing.
First: Collision, second: AI Pathfinding with patrol, wander, and follow(wip this one)! :)

Join us if you want to follow the project! :))
linktr.ee/rpgcreator

#rpg #opensource #software #indiedev #gamedev #devlog #development #game
November 3, 2026 at 4:58 PM
– in a battle we somehow clip into an isolated clearing and my party too, a largish one of ca. 8 characters, has to chop trees to make their way out. unit pathfinding and glitchy map view are being more of a pain than the battle per se
November 3, 2026 at 12:18 PM
Pathfinding, made visible: random walk, wall following, greedy search, BFS and A* race the same maze. Kids can build a bot from cards or write one in JavaScript.

Free, no account.

https://schoolhouse.space/arena

Which bot would your class bet on?

#CSforAll #STEM
Algorithm Arena — pathfinding bot races · Schoolhouse
Free and login-free: watch random walk, wall following, greedy search, BFS and A* race through mazes, build a bot from cards or write one in JavaScript, and run a class tournament on one screen.
schoolhouse.space
November 3, 2026 at 11:10 AM
Added SFX to the traps

Also updated the enemy pathfinding—mobs are aware of hazard zones and actively avoid stepping into them.

Cyber Samurai mob design by @arubinousagi.bsky.social

#gamedev #indiedev #godotengine #pixelart #cyberpunk #buildinpublic #gameai #devlog #indiegamedev #gamesfx
November 3, 2026 at 10:17 AM
i had it tasked to work out a weird edge case where two layers of pathfinding granularity didn’t quite align immediately previous to this
November 3, 2026 at 6:55 AM
AI is LLMs, which (despite the name) refers only to any transformer-based model and not any large model.

AI is also pathfinding, neural networks, symbolic learning, and and Hey You Pikachu
November 2, 2026 at 11:34 PM
Started making a prototype for a command-line interface tactics game. Just move commands for now with some basic pathfinding around enemy obstacles and non-functioning fog of war

Turning strings into actions on the board has been an interesting coding challenge so far

#godot #gamedev #indiedev
November 2, 2026 at 6:29 PM
in a platformer sense, probably not, as the pathfinding and procedural animation are almost one and the same.
a good keyword afaik is "pathfinding" as procedural animation just describes physics driven stuff broadly? ragdoll or physics simulation which is prolly not what yre in search of.
November 2, 2026 at 9:40 AM
Ruff life indeed—mine just stands mid-screen chewing a pixel carrot while I debug its pathfinding.
November 2, 2026 at 5:43 AM
There’s some coding things where it’s not worth reinventing the wheel, like pathfinding or physics but that tends to get included in a game engine.

Something as broad as “a platformer” I think there is not just coding but design with infinite potential for variation.
To be 100% fair, AI generated code is not the problem. There are only so many ways you can implement a platformer or physics or dialogue system.

It's the creative direction, assets and story that take the longest and that's where you really see and feel the slop. Luckily, this can't be hidden.
November 2, 2026 at 2:52 AM
12th - Boltz [pure logic/casual]
by @mindlabor.bsky.social

12th - Moomin Midsummer Madness [point and click]
by Crossbridge Game Studios

13th - Satelital [rule discovery/pure logic]
by @miguedorta.bsky.social

13th - Inkturn [pathfinding/spatial logic]
by @lucenttrace.bsky.social
November 2, 2026 at 1:02 AM
I don't think it's going to be an issue in practice though

if the node is so far away it's not rendered, most enemies aren't within aggro range and even if they WERE the pathfinding is so simplistic they wouldn't be able to path to you unless it's a straight line

(plus, enemies respawn over time)
November 1, 2026 at 8:20 PM
bad pathfinding example
November 1, 2026 at 7:19 PM
could be worse, I've been programming since ~2014 (on and off) and I hadn't done any pathfinding until earlier this year. A* is tutorialslop and I waited until after I made a game engine before i ever tried it.
November 1, 2026 at 6:29 PM
OMG!! White paint in a video game showing me the way. How dare you game devs.

I wonder if the same ones that hate Wolverine for having white/yellow paint also hate #ValorMortis #pathfinding.
November 1, 2026 at 5:01 PM
A main walkable path for the followers sounds like a clean way out of that fight with the pathfinding. Will the lily pads stay part of that path, or are they side routes that only the leader takes?
November 1, 2026 at 5:39 AM
My pathfinding script also refuses to step into swampy zones, so I just let my Tamagotchi paddle around on a lilypad instead.
November 1, 2026 at 1:33 AM
Actually most ghosts have terrible pathfinding (they're memory-limited) so they just kinda select the first detected viable route. Later ghost revisions improved the pathfinding algo
October 31, 2026 at 6:19 PM
Oh dear. I wonder what the Hell happened to manners. And men in general, but especially in Britain (calling them gentlemen is hardly appropriate these dayz) as I've always viewed Brits as especially… sophisticated (?). Odd that these ppl can't do basic collision avoidance n pathfinding themselves. 😂
October 31, 2026 at 3:05 PM
リ・アングル
A perspective shifting pathfinding game. Unlike the other ones which are all in orthographic 3D, this has perspective! And features camera zooming/FOV changes as mechanics!! Wild!!
It appears to be a college student project, with no online presence yet.
October 31, 2026 at 11:40 AM
Zombification mechanics are fun until state persistence breaks them. Resawning enemies are fine, but tracking items across cleared zones exposes the real constraint, pathfinding. The police station choke points are the correct design choice, though.
October 31, 2026 at 6:17 AM
The joy of travel is in pathfinding, so a game that is joyful to travel in needs complex paths. I think of dark souls 1 always in this, especially because you don't get fast travel until very late and it's super limited (mostly to enable going to the 4 Lords easier)
October 31, 2026 at 5:37 AM