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![Testing the concept of dynamic navigation layers](https://uploads.gamedev.net/blogs/monthly_2024_05/large.e279dbee9a9d4c26bc160ace6573be82.MaximSnd_pack_of_big_evil_running_wolfs_wolfs_attacking_a_girl__0c39f443-0327-4baf-9ddc-d73459918374.png)
The dynamic pathfinding layer is a combination of navigation and control logic. It's not like in navmesh. In the video, two layers play with each other. Without a player. This is done as an example, but the developer can add a third, fourth, etc. layer, can include agent reactions to the player, et…
![Dynamic Pathfinding in Unity](https://uploads.gamedev.net/blogs/monthly_2023_09/large.c245bfb1100a434e807d5dc3c9d36cf5.%D0%B7%D0%B0%D1%81%D1%82%D0%B0%D0%B2%D0%BA%D0%B0_8.png)
Continued work on a fast pathfinding solution. Now the movement of agents is more interesting. Agent behavior will continue to improve, I hope.
I would like to point out some of the main advantages of my solution.
- Speed, performance and low consumption of CPU resources.
- Ability to use complex an…
![Fast Pathfinding. Porting code to Unity](https://uploads.gamedev.net/blogs/monthly_2023_09/large.a2a8f9056a7f481d9d35c97436daca71.%D0%B7%D0%B0%D1%81%D1%82%D0%B0%D0%B2%D0%BA%D0%B0_3_3d.png)
Now development has been moved to Unity. Further, it is planned to optimize and improve the code. Another of the plans is to implement automatic distribution of congestion on the map.
Some people told me it was so fast because it was a raylib.
For porting 3d space was used as it is a very highly com…