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Leif Erkenbrach

Personal blog · leifnode.comprogramming

Leif Erkenbrach writes Leif Node, a personal blog at leifnode.com about programming. Since 2014, 5 different Hacker News readers have linked it 5 times. The last post was in 2015, but the archive is still widely read.

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5mentions?
5HN people?
2014–2020first – last linked?
Links on Hacker News per year · peak 1 in 2014

Too few sampled comments (5) to say how often HN recommends it.?

Why HN links it

Commenters link this blog's 2013 post on flow field pathfinding, a method for moving agents across a map, as the reference for that technique. It is also cited for voxel cone-traced global illumination.

Summarised by Claude from a sample of 5 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

Leif Erkenbrach's programming blog

Most-linked posts?

  1. /2013/12/flow-field-pathfinding/
    2 people · 2 mentions · first linked 2019-10-19
  2. /2013/12/flow-field-pathfinding/
    2 people · 2 mentions · first linked 2014-09-22

What Hacker News says?

  1. Was hoping for flow field pathfinding: https://www.youtube.com/watch?v=bovlsENv1g4 https://leifnode.com/2013/12/flow-field-pathfinding/

    Comment linking /2013/12/flow-field-pathfinding/

    on “New pathfinding algorithm”
  2. I've always known this as flow field pathfinding and it can get tricky if you have a dynamic map or enough changing that you need to recalculate often. Here's a random article I'm sure I read years ago describing it. https://leifnode.com/2013/12/flow-field-pathfinding/

    Comment linking /2013/12/flow-field-pathfinding/

    on “Enemy AI: chasing a player without Navigation2D or A* pathfinding”
  3. Isn't this just flow field pathfinding? http://leifnode.com/2013/12/flow-field-pathfinding/

    Comment linking /2013/12/flow-field-pathfinding/

    on “PathFinding.js”
  4. Just pre-compute everything. Put your vector fields in textures at map design time and be done with it. No point in overthinking this once its a simple lookup per frame. The real fun is designing the agent's AI: exploration, avoidance, engagement ;) Crowd Pathfinding And Steering Using Flow Field Tiles http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter23_Crowd... Flow Field Pathfinding Tutorial http://leifnode.com…

    Comment linking /2013/12/flow-field-pathfinding/

    on “Age of Empires Definitive Edition's pathing and movement”
  5. Some lighting computations are easier to do in a voxel representation of a scene, e.g. realtime global illumination (see: http://leifnode.com/2015/05/voxel-cone-traced-global-illumin... )

    Comment linking /2015/05/voxel-cone-traced-global-illumination/

    on “Cuda-Accelerated Polygon Mesh Voxelizer”

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