“JTD PATHFINDER” is an implementation of the A* pathfinding algorithm that, by leveraging the functionalities of the JOBS system and the high-performance BURST compiler, allows generating and following routes toward a target for thousands of seekers simultaneously in an efficient way.

 

“JTD PATHFINDER” will represent in your project a fully encapsulated subsystem on which the rest of the systems will have no dependency. Its integration method is based on assigning layers that identify each surface and assign it a penalty or traversal difficulty ranging from penalty 0 to “unwalkable”.

 

The performance obtained, measured as the number of pursuers that smoothly follow a target using the new technologies offered by the UNITY engine, means that considering an alternative by implementing “Flow Fields” has effectively gone from being mandatory from dozens or a few hundred units, to a design option based on personal preference between both “pathfinding” solutions. 

A pathfinding system is necessary in most video games because pursuing a target is the minimum level of intelligence expected from any entity within the game after being aware of the target’s existence. 

The proposal to implement A* is not new, but existing market solutions range from inefficient to moderately efficient, often implementing variants with complex mathematics. “JTD PATHFINDER” remains very simple, proposing a classic A* implementation while also achieving very high efficiency by leveraging the new technologies provided by UNITY (Jobs system + Burst compiler). For platforms incompatible with BURST such as “WEBGL”, the system is just another standard proposal, maintaining its advantages in ease of integration into the project. However, on platforms that support BURST, the system is currently an outstanding solution. 

 

  • The user interface is so simple that it makes it an essential tool for designers, artists, and programmers alike.
  • Implements the A* algorithm for thousands of units simultaneously in a smooth way.
  • Leverages UNITY JOBS system + BURST compiler.
  • Easy creation of as many layers as desired to represent surfaces with different traversal penalties.
  • Implements a “Blur box” over the penalty map so that transitions between areas with different penalties are smoother and units do not stick too closely to obstacles.
  • The paths followed by pursuers are visually very smooth.
  • Includes a simple unit “spawn” system with random speed assignment and color gradient based on speed.