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algorithmgraph-theorypath-findingpruning

Swamp/dead-end pruning in non-grid maps


Are there any existing algorithms for finding and avoiding problematic areas (swamps, dead-ends) in pathfinding when using non-grid maps? There are plenty available for grids that either avoid these areas or pseudo-avoid these areas by way of jump point recursion, etc., but I have yet to find anything useful for quadtrees, navigational meshes, or other non-uniform maps.


Solution

  • Dead-end detection and Swamps are not grid specific. They're just evaluated on grid maps.