A sophisticated pathfinding solution leveraging Unity's Data-Oriented Technology Stack (DOTS) to achieve near-native performance for complex 3D navigation scenarios. The system combines classical A* algorithms with modern parallel computing techniques to handle hundreds of simultaneous pathfinding requests in real-time.
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Algorithm Optimization Implemented an octile distance heuristic for more accurate diagonal movement estimation compared to traditional Manhattan distance, reducing unnecessary node evaluations by approximately 30%. Integrated terrain elevation analysis with configurable cost multipliers, enabling realistic path generation for units with varying movement capabilities.
Performance Engineering
Achieved 10x performance improvement over GameObject-based implementations through Burst compilation
Reduced memory allocations to zero during runtime using persistent Native Collections
Optimized cache coherency through struct-of-arrays data layout
Implemented efficient priority queue with binary heap for O(log n) operations
Architecture Design Created a modular service layer abstracting the complexity of DOTS from gameplay code, enabling seamless integration into existing projects. Developed comprehensive boundary handling system with automatic position clamping and validation, preventing runtime errors from invalid pathfinding requests.
Visualization Tools Built an extensible debug visualization framework featuring: