<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Pathfinding on Pavel Guzenfeld</title><link>https://pavelguzenfeld.com/tags/pathfinding/</link><description>Recent content in Pathfinding on Pavel Guzenfeld</description><image><title>Pavel Guzenfeld</title><url>https://pavelguzenfeld.com/images/og-default.png</url><link>https://pavelguzenfeld.com/images/og-default.png</link></image><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sat, 18 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://pavelguzenfeld.com/tags/pathfinding/index.xml" rel="self" type="application/rss+xml"/><item><title>Game Pathfinding Algorithms, Benchmarked: A*, JPS, Theta*, Flow Fields, Visibility Graphs</title><link>https://pavelguzenfeld.com/posts/game-pathfinding-algorithms-cpp23-benchmark/</link><pubDate>Sat, 18 Apr 2026 00:00:00 +0000</pubDate><guid>https://pavelguzenfeld.com/posts/game-pathfinding-algorithms-cpp23-benchmark/</guid><description>Five pathfinders implemented in C++23, each in a single Godbolt-ready file, benchmarked on the same grids. A* is the baseline. JPS expands 22x fewer nodes on open maps yet runs slower than A* in naive form. Theta* produces shorter any-angle paths at 2-8x the cost. Flow fields dominate when many agents share a goal. Visibility graphs — AoE II DE&amp;rsquo;s approach — need 5 waypoints where A* needs 600. Plus the StarCraft &amp;lsquo;harvesters ignore collisions&amp;rsquo; hack and why SC2 switched to navmeshes.</description></item></channel></rss>