RimWorld Technology - Region System
Why Game Development Stack Exchange recommends it
Game Development Stack Exchange users link it when answering questions about pathfinding, map segmentation and room detection, since it explains region-based hierarchical pathfinding with a real shipped game.
Recommended by 3 people across 3 different months, 2014 to 2023.
What it is
A roughly half-hour technical talk by RimWorld creator Tynan Sylvester on how the game's region system works. It covers splitting the map into regions to speed up pathfinding and room detection in a colony-sim with many entities.
What people said
Recommends Sire · 2014-11 · Game Development Stack Exchange · on “How does Dwarf Fortress keep track of so many entities without losing performance?”
I found this video from the RimWorld developer very enlightening. It's a similar game, while only in 2D. He explains the basics behind pathfinding and the benefits of separating the map into regions. [this video]
Recommends hoffmale · 2018-07 · Game Development Stack Exchange · on “How can I detect "rooms" in a 2D side scrolling game?”
A more sophisticated approach would be to divide the world into regions, thus reducing the amount of space to check with flood-fill. This video [this video] .gives a good explanation of the concept.
Recommends genfy · 2023-01 · Game Development Stack Exchange · on “What's the best way to store irregular areas of my map? (hierarchical pathfinding and grid segmentation)”
This is for the development of a roguelike/management game. I'm trying to implement HPA (hierarchical pathfinding with A*), and I've found a few good resources (suggestions appreciated) in the forms of: Rimworld's Technology Overview [this video] Songs Of Syx Pathfinding for 30K entities [LINK] Archived Implementation Article [LINK] Something not mentioned in most of the resources (other than the Rimworld Tech Overview), is the need for splitting the super-grid if it is split up by things like walls. If there is a wall running through the center of a grid cell, then the cell needs to be split in two. Sometimes these wall shapes will mean that the grid will need to have irregularly shaped sizes, a