Breaking the sorting barrier, kinda
A*, pathfinding
Breaking the sorting barrier, kinda
Exciting breakthrough in pathfinding algorithms! A new research paper (https://arxiv.org/pdf/2504.17033) has developed an algorithm that breaks the theoretical speed barrier for shortest path calculations potentially revolutionizing how we handle pathfinding in games.
This isn’t actually an A* improvement, but rather a fundamentally new approach to single-source shortest paths that achieves O(m log²/³ n) complexity versus traditional methods at O(m + n log n). For sparse maps (think open worlds with scattered obstacles), early tests show 2-5x speed improvements that grow with map size. However, on dense maps (like tight dungeon layouts), the advantage diminishes and can even reverse.
The implications for large-scale game worlds could be massive imagine faster NPC pathfinding across entire continents!
graphs to visualise change (Thanks Claude)