3D Pathfinding in Godot 4: NavigationAgent3D, the Three Radii, and When You Actually Need AStar3DOriginally published on vav-labs.com. Everything below is Godot 4.7.1 stable, and there's a runnable MIT-licensed project with a verification receipt at the end. You add a NavigationRegion3D, bake a Aug 7 · 11 min readvav-labs.hashnode.dev
Why NavigationAgent2D Lags With Hundreds of UnitsOriginally published on vav-labs.com. Everything here is against Godot 4.7 stable, and there's a runnable source project with a verification receipt at the end. If your game runs fine with a dozen unJul 15 · 8 min readvav-labs.hashnode.dev
Open-sourced: a playable Godot tower-defense path-validation demo One of the most common tower-defense bugs in Godot: a player drops a tower in the wrong cell, walls off the path, and the whole wave softlocks. So I built (and open-sourced) a small, playable Godot 4.Jun 24 · 1 min readvav-labs.hashnode.dev