Uploaded February 2024 | Updated September 2026, 12 hours ago
I've been working on path finding for Wicked Engine. It works by voxelizing the scene, then running the A* path finding algorithm inside the voxel structure. The resulting rigid voxel path is then simplified to a smaller amount of waypoints with the DDA line tracing algorithm to determine which waypoints are occluded from each other. Finally, when we have fewer waypoints, then I apply a Catmull-Rom spline to smoothen the final path.
Website: wickedengine.net
Become a supporter on Patreon for some exclusive content: patreon.com/wickedengine
Get the source code from Github: github.com/turanszkij/WickedEngine
Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine
Get it from Microsoft Store: microsoft.com/store/productId/9PPMV065W9QJ
Follow me on Twitter: twitter.com/turanszkij
I've been working on path finding for Wicked Engine. It works by voxelizing the scene, then running the A* path finding algorithm inside the voxel structure. The resulting rigid voxel path is then simplified to a smaller amount of waypoints with the DDA line tracing algorithm to determine which waypoints are occluded from each other. Finally, when we have fewer waypoints, then I apply a Catmull-Rom spline to smoothen the final path.
Website: wickedengine.net
Become a supporter on Patreon for some exclusive content: patreon.com/wickedengine
Get the source code from Github: github.com/turanszkij/WickedEngine
Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine
Get it from Microsoft Store: microsoft.com/store/productId/9PPMV065W9QJ
Follow me on Twitter: twitter.com/turanszkij










