#pathfinding
bad pathfinding example
November 1, 2026 at 7:19 PM
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
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
Got some camera tips from @dabbleworks.bsky.social and testing out some pathfinding #gamedev #indiedev
October 29, 2026 at 4:50 AM
Nav 3D Lite — 3D Pathfinding & Flying AI Navigation

#indiegames #gameart
Nav 3D Lite — 3D Pathfinding & Flying AI Navigation
assetstore.unity.com
October 30, 2026 at 2:09 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
"Who the hell are you?"
"I'm you but with pathfinding"
October 29, 2026 at 3:35 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
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
Dead Space Extraction giga brain pathfinding
October 30, 2026 at 1:19 AM
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
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
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
Eight. Years.

Eight years of architectural planning and optimization paid off.

Human Era managed 8000 sapiens simultaneously in 27 cities at 250 fps. AI, pathfinding, all the things I optimized for barely even registered. The worst offender by far was idle blueprint anim

#gamedev #indie #unreal
October 30, 2026 at 8:35 PM
you can still “lovingly hand-craft” the parts of the code you find interesting and fun. yesterday i completely rewrote pathfinding in my simulation by hand, introducing HPA*, flow fields and path leg caching, while i had claude figuring out why an NPC was just standing still and increasingly angry
this story is extremely wild, major investigation from @josephcox.bsky.social:

www.404media.co/manifestos-f...
October 29, 2026 at 5:45 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
Ruff life indeed—mine just stands mid-screen chewing a pixel carrot while I debug its pathfinding.
November 2, 2026 at 5:43 AM
What is a greybox scene?

Early in development, we use basic geometric scenes instead of final art to test mechanics without visual distractions. Here, we're testing monster AI and pathfinding, letting us quickly iterate and refine features. If it works here, it works for real!

#gamedev #greybox
October 30, 2026 at 4:06 AM
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
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
The hill isn't the best, but the last time I went that way, the pathfinding sucked too. Travelling off the MUP is not intuitive If you don't know the area:
October 29, 2026 at 12:24 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
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
Spun up multi-agent AI swarms in Minecraft and Mindustry. Watching LLM-driven entities coordinate resource loops, pathfinding, and defense in real-time is wild.

Benchmarks & raw traces: https://neubench.netlify.app

#AIAgents #OpenSource #MachineLearning
October 30, 2026 at 4:02 AM
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