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Improve AStarGrid2D
performance when jumping is enabled
#93319
Improve AStarGrid2D
performance when jumping is enabled
#93319
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AStarGrid2D
performance when jumping is enabled
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I see some inconsistencies with current pathfinding: You can check it up using https://github.com/theshaggydev/the-shaggy-dev-projects/tree/main/projects/godot-4/astargrid2d |
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I think it's a correct now, great, thanks.
I notice this PR and #85965 (both ready to merge) will conflict, so one would need to be merged first and the other rebased. But I wanted to take the opportunity to get both checked in parallel, I'm not familiar with AStar implementation but I wonder if there's overlap in what those two optimizations aim to solve, and thus whether they will combine well or not. CC @ershn @godotengine/navigation |
I'd say they do exist in separate spaces, but I'd have to check whether this specific optimization is still significantly faster compared to improved general performance from the other PR |
On a second look, the linked PR appears to be completely separate. I am also not seeing any conflicts with their changes |
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Thanks! And congrats for your first merged Godot contribution 🎉 |
fixes #91367
On sparse grids, enabling jumping can now increase performance 5x, which should be more than 10x faster than before, as jumping unintentionally used to decrease performance instead.
AStarGrid_jumping_Performance.zip