bevy_northstar
A 2d/3d hierarchical pathfinding crate for Bevy.
bevy_northstar works by dividing the map into chunks and then calculates nodes based on the entrances between chunks. The nodes are used in pathfinding to get a higher level path that is significantly faster to calculate over long distances. Once the high level path is determined between a start and goal point it's refined to get a more accurate path.
The crate provides:
Features
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Supports 2D and 3D Tilemaps – Supports 2d and 3d tilemaps.
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Optimized Performance – Algorithms are heavily benchmarked for efficiency.
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Gizmo Debug View – Debug visuals for verifying the built HPA graph. Pathing debug components to visualize an entities path.
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Stress Tests – 128x128 map with 128 entities to stress test HPA vs A* and collision. A collision example is provided to stress test narrow pathing.
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Dynamic Collision & Avoidance – For moving colliders attaching a simple Blocking marker component is all that's needed. If you use the built in systems the pathing will do a configurable look ahead to see if it can do a fast local A* reroute.
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Bevy Systems Integration – Bevy systems and components for pathfinding as well as collision markers when avoidance paths fail.
Demo
cargo run --example demo --features stats --release
Press P to switch between HPA* and traditional A* Press C to disable/enable collision
Documentation
Feature Flags
This crate has the following Cargo features:
stats: Enables pathfinding benchmarks. Useful to get an idea of how much time it's using per frame.
Quick Start
Add required dependencies to your Cargo.toml file:
[]
= "0.16"
= "0.2"
The basic requirements to use the crate are to spawn an entity with a Grid component, adjust the points, and then call Grid::build() so the chunk entrances and internal paths can be calculated.
To use the built-in pathfinding systems for the crate, insert the NorthstarPlugin specifying the Neighborhood to use.
The built-in neighborhoods are:
CardinalNeighborhood4 directions allowing no diagonal movement.CardinalNeighborhood3d6 directions, including up and down, allowing no diagonal movement.OrdinalNeighborhood8 directions allowing for diagonal movement.OrdinalNeighborhood3d26 directions which includes the base ordinal movements and their up/down directions.
use *;
use *;
Bevy Compatibility
| bevy | bevy_northstar |
|---|---|
| 0.16 | 0.2 |
Roadmap / TODO
- Modify & Rebuild Grid Chunks Dynamically – Support updates to the grid after it’s been built.
- Pseudo-3D Tilemap Support – Add support for features like stairs and ramps without full 3D calculations.
- Parallelized Graph Building – Speed up grid/graph construction using parallelism.
- Add Support For Multiple HPA Levels – Implement multiple hierarchical levels for improved efficiency.
- Optimize 3D Performance – 3d grids appear to take a performance hit higher than expected currently.
Assets credits
- kenny-minimap-pack: an 8x8 tileset from Kenney, licensed under CC0 1.0
Thanks
Thanks to the following crates and blogs that have been used as references