Balancing Game Loop Efficiency With Pathfinding Complexity
The Pathfinding Bottleneck – Discussing How Pathfinding Can Tax Game Performance If Not Optimized Properly
Pathfinding algorithms are critical for controlling unit movement in real-time strategy games, RPGs, MMOs, and other game genres. However, these algorithms can become a bottleneck that taxes the game loop and reduces frame rates if not optimized properly.
Games with many units making simultaneous path requests can see severe performance degradation. For example, commanding 200 archer units to move across a game map can cripple frame rates and gameplay responsiveness if each unit pathfinds independently. The more units, map complexity, and pathfinding depth increases – the worse this bottleneck becomes.
Common signs of pathfinding bottlenecks include:
- Lag spikes when many units are given movement commands
- Delays between user input and unit movement
- Low frame rates when the game camera viewport contains many moving units
- Excessive memory usage from pathfinding allocation
Without optimization, complex pathfinding algorithms like A* search can consume more CPU, memory, and GPU resources than even rendering graphics. For example, calculating paths across a 500×500 navigation mesh for hundreds of units per frame can exceed the capabilities of even high-end hardware.
Game developers must balance pathfinding complexity with game loop performance. The objective is maximizing AI navigation quality without compromising responsiveness or frame rates.
Common Pathfinding Algorithms
Game developers have several pathfinding algorithms to choose from, each with different performance implications:
- A* Search – High path quality but costly in resources
- Dijkstra’s Algorithm – Guarantees shortest path but exponential complexity
- Theta* – Faster than A* but paths may require more movement
- Jump Point Search – Fast and memory efficient but suboptimal paths
The sections below discuss techniques to optimize these and other pathfinding algorithms for real-time games.
Benchmarking Pathfinders
Comparing pathfinders on performance metrics helps select the best algorithms before game integration. Useful benchmarks include:
- Memory Usage – Bytes allocated per path request
- CPU Time – Microseconds to compute a single unit path
- Path Quality – Path directeness, avoidance of obstacles
- Frame Time – ms required to pathfind all units each frame
For example, benchmarks might reveal:
- A* Search provides the most direct paths but averages 500 microsecond path time.
- Theta* paths average 350 microseconds but are 15% less direct.
- Jump point search requires only 100 microseconds per path but quality suffers.
Given gameplay priorities and hardware constraints, developers can best determine which pathfinder maximizes navigation quality within budget.
Profiling Pathfinding Overhead
Profilers are invaluable for quantifying pathfinding costs during real game conditions. Measurements to capture:
- Per-frame pathfinder CPU time and memory allocation
- Number of paths generated, smoothed, post-processed
- Data structure traversal counts (nodes expanded in A*, jumps traced)
Profiles reveal optimization opportunities such as reducing 20,000+ path smoothings per frame to just 100 most critical paths.
Load Testing with Thousands of Units
Load tests help catch scaling issues early before gameplay suffers:
- Measure frame time and FPS while ratcheting up unit counts into the thousands
- Verify game loop remains responsive despite 10x normal path loads
- Confirm no memory leaks or excessive paging during sustained pathfinding loads
Addressing issues found during load testing avoids surprises down the road.
Simplifying Maps to Reduce Pathfinding Overhead
Complex game maps represent more navigable coordinates for units to traverse, exponentially increasing pathfinding computation:
- A simple 64×64 grid has 4,096 nav points
- A sizable 500×500 map has 250,000 nav points
- A massive 1,000×1,000 map has 1,000,000 nav points!
The more map coordinates to explore, the longer pathfinding algorithms take to find optimal unit trajectories.
Navigation Mesh Culling
Navigation meshes provide 2D/3D walkable coordinates for pathfinding. Culling simplifies meshes to minimize traversable area:
- Removing narrow corridors or small obstacles units cannot enter
- Collapsing indoor rooms or layered terrain into fewer representative polygons
- Choking walkable space around immovable buildings/mountains
This reduces total navigable coordinates, lowering search spaces for pathfinders without affecting movement quality.
Waypoint Graphs
Waypoint graphs simplify continuous maps into discrete nodes interconnected by permissible transitions:
- Map areas become abstract nodes like “North Field” or “3rd Floor Hallway”
- Pathfinding focuses on sequencing permissible node transitions
- Fewer expansions than searching all map coordinates
Units navigate between waypoints instead of full coordinate paths. AI avoids obstacles not represented.
Grid-Based Decompositions
Grids overlay maps with fewer normalized cells for movement:
- 1024×1024 map becomes 64×64 evenly spaced grid
- Units pathfind cell-to-cell instead of coordinate-to-coordinate
- Grid cells marked unwalkable simplify collision avoidance
Projecting maps to grids limits path complexity helping some search algorithms like Jump Point Search.
Prioritizing Game Units to Reduce Pathfinding Load
Pathfinding load scales linearly with unit count – 1,000 units mean 1,000 concurrent paths to update each frame.
Prioritizing units receiving updated paths each frame maintains responsiveness despite thousands of game agents.
Group Movement Orders
Group selection allows players to command 100+ units simultaneously. Group movement issues a single path request instead of 100+:
- Path represents centroid trajectory for entire group
- Units follow path using local steering behaviors
- Avoids spike of 100 separate path requests
This favors group movement whenever tactically viable.
Flow Field Pathing
Flow fields guide individual units toward targets without explicit paths:
- Vector field encodes optimal direction to move from any map coordinate
- Units query field to steer themselves toward end position
- Avoids per-unit pathfinding costs
Flow fields act as precomputed guidance maps units independently follow.
Movement Managers
Centralized movement managers throttle pathfinding requests:
- Units enqueue movement goals instead of direct requests
- Manager processes queue at defined rate matching hardware
- Unblocks other game systems from pathfinding spikes
Decentralized steering coordinates individual units after paths generated.
Predictive Path Reuse
Predicting unit movement allows precomputing viable paths:
- Anticipate troop formations and likely repositionings
- Proactively pathfind predicted destinations
- Cache and reuse precomputed paths when guesses match
Correct predictions provide free pathfinding results without runtime costs.
Multithreading Expensive Pathfinding Logic
Pathfinding algorithms like A* search stall the main game loop, reducing frame rates. Distributing work across CPU cores increases responsiveness:
Pathfinding Thread Pool
Dedicated thread pool for path requests:
- Game loop adds path jobs to concurrent queue
- Worker threads pull requests and calculate paths
- Notify game logic asynchronously upon completion
Keeps main loop responsive during expensive searches.
Vector Field Bake-Off
Bake flow field volumes in background:
- Lazy initialize vector volumes on demand
- During gameplay, spawn thread to generate volume
- Game ticks read old volume until bake finishes
Staggers precomputation from interactive simulation.
Pathfinding Strips
Parallel strip-wise decomposition:
- Divide map into vertical zones or “strips”
- Concurrently pathfind units in each strip
- Stitch strip paths into a final result
Speeds individual pathing through divide-and-conquer.
Example Code for Efficient Pathfinding
Below are code snippets demonstrating optimized pathfinding techniques discussed above.
Navigation Mesh Simplification (C++)
// Original complex mesh NavMesh* navMesh = loadedMeshes["complex_map.nm"]; // Simplified mesh NavMesh* simpleMesh = new NavMesh(); // Chokepoint reduction filter ChokepointReductionFilter filter; // Filter original mesh down filter.Reduce(*navMesh, *simpleMesh); // Replace meshes delete navMesh; loadedMeshes["complex_map.nm"] = simpleMesh;
Path Queue Throttling (C++)
// Pathfinding manager PathfindingManager pm; while(gameIsRunning) { // Enqueue this frame's movement goals for(auto& unit : units) { pm.QueuePathTo(unit, unit.nextDestination); } // Process path backlog gradually int maxPathsPerFrame = 100; for(int i = 0; i < maxPathsPerFrame; i++) { if(pm.HasQueuedPaths()) { pm.ProcessNextPath(); } else { break; } } // Advance units along paths for(auto& unit : units) { unit.Advance(); } // Render scene RenderWorld(); }
Offloading Pathfinding to Threads (C++)
// Queue for path requests ConcurrentQueuerequests; // Worker threads pull requests and process void PathfinderThread() { while(running) { PathRequest req; requests.Pop(req); NavMesh* mesh = req.mesh; Vector3 start = req.start; Vector3 end = req.end; // Actually pathfind Path p = CalculatePath(start, end, mesh) // Notify game logic req.callback(p); } } // Enqueue path request from game loop void RequestPath(NavMesh* m, Unit& unit) { PathRequest req; req.mesh = m; req.start = unit.position; req.end = unit.destination; req.callback = unit.OnPathResult; requests.Push(req); }
Balancing Performance and Quality
Optimizing pathfinding comes down to balancing tradeoffs between practicality and realism.
On one end of the spectrum lies expediency - simplified movement using waypoints, grids, flow fields and other techniques maximizing CPU efficiency. Units appear less lifelike but game performance shines.
The other extreme emphasizes nuanced locomotion - planning high-quality paths with A* or Dijkstra's algorithm over dense nav meshes. Motion mimics real organisms but risks uncompromising game logic to achieve.
As always, moderation is key. Thoughtfully combine elements from both extremes to accomplish an optimal middle ground for gameplay:
- Use waypoint graphs for distant navigation but patch to full paths locally
- Enable group movement when tactically appropriate but pathfind individuals occasionally
- Precompute flow fields for most requests butindividually pathfind hero units
Keep the user experience central above all else when balancing pathfinding. Employ techniques judiciously to maximize both AI quality and overall responsiveness.