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Using Octrees and A* for Efficient Pathfinding
Procedural Dungeon Generation with Binary Space Partitioning!
Applied Algorithms - (02) - Space Partitioning
Spatial Hash Grids & Tales from Game Development
Understanding region segmented hierarchical pathfinding
RTS Pathfinding Explained (and Why It Feels So Good When It Works)
A* Pathfinding (E01: algorithm explanation)
Brett Gildersleeve and Patrick Kenney - Applications of Dijkstra Maps in Roguelikes
Vectored Spatial Partitioning Research
Space partitioning k-means and bin algorithms
Space Partitioning - Bounding Volumes
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Last Updated: October 1, 2026
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Summary
Version two, much more stable routes through the dynamic world. Still a work in progress. Another project I did for school. There are no code examples here, but this illustrates the basic concepts behind a first-person 3D ... Octrees in Unity offer an efficient way to optimize large 3D Learn how to build epic procedural dungeons using Binary Applied Algorithms is a series of videos where I create a small algorithm to use in an app. Algorithms are not just for coding ... Recommended books (on Amazon): ... Isle Goblin on steam if you're interested! :) Steam: ... In this video, I'm breaking down how RTS Welcome to the first part in a series teaching Brett and Patrick talk theory and implementation of Dijkstra maps for Actually "vectored" doesn't really apply or make sense, it just sounded cool.