repath 0.0.6

A fast pathfinding library using A* algorithm, caching and precomputation.
Documentation

RePath

RePath is a fast and efficient pathfinding library. It leverages the A* algorithm to provide rapid and precise pathfinding solution on OBJ navmeshes, essential for managing large numbers of NPCs in real-time environments.

RePath was developed for Respark, an upcoming open world MMO shooter. Respark combines intense combat, strategic gameplay, and a vast, dynamic world to explore. Join our community on Discord to stay updated with the latest news and development progress.

Description

RePath was developed to address the need for high-performance pathfinding in an MMO game server. Given the complexity and size of game worlds, pathfinding can be a significant bottleneck. RePath optimizes this process through a combination of precomputation, caching, and advanced search algorithms, ensuring quick and accurate pathfinding even in demanding scenarios. It can also be used in other applications requiring efficient pathfinding, such as robotics, simulation, and AI.

Why It's Fast

RePath's speed comes from its combination of precomputation, efficient search algorithms, and intelligent caching. By precomputing paths and storing them in an LRU cache, RePath can quickly return results for common pathfinding queries without recalculating.

Features

  • A* Pathfinding Algorithm: Efficient and accurate pathfinding.
  • Precomputation: Quickly precomputes random paths in parallel using Rayon and stores them in a cache.
  • LRU Cache: Efficient memory usage and quick access to recent paths.
  • Scalable: Handles large game worlds and numerous NPCs.

Usage

Adding RePath to Your Project

Add RePath to your Cargo.toml:

[dependencies]
repath = "0.0.6"

Make sure you have the OBJ file containing the navmesh in the same directory as your project.

Then use it in your project:

use repath::{RePathfinder, settings::RePathSettings};

fn main() {
    // Create a new RePathSettings instance with custom settings
    let settings = RePathSettings {
        navmesh_filename: "navmesh_varied.obj".to_string(), // Path to the navmesh file in Wavefront OBJ format
        precompute_radius: 25.0, // Higher this value, the longer it takes to precompute paths but faster pathfinding for long distances
        total_precompute_pairs: 1000, // Higher this value, the longer it takes to precompute paths but faster pathfinding
        cache_capacity: 1000, // Higher this value, the more paths can be stored in cache but more memory usage
        use_precomputed_cache: true, // Set to false to disable precomputation of paths
    };

    // Create a new RePathfinder instance
    let pathfinder = RePathfinder::new(settings);

    // Define start and end coordinates for pathfinding
    let start_coords = (0.0, 0.0, 0.0);
    let end_coords = (10.0, 10.0, 10.0);

    // Find a path from start to end coordinates
    if let Some(path) = pathfinder.find_path(start_coords, end_coords) {
        println!("Found path: {:?}", path);
    } else {
        println!("No path found.");
    }
}

License

RePath is licensed under the MIT License. See the LICENSE file for details.