How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica

Ars Technica · 1.2M views · 2019 · 13:03

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Game programming & enginesGame history & retro gaminginterview

Why Hacker News recommends it

HN commenters recommend it as an accessible, non-technical look at real game pathfinding problems from a developer who built them.

What it is

Westwood Studios co-founder Louis Castle talks about how pathfinding was solved in Command & Conquer: Tiberian Sun, in an Ars Technica War Stories episode. It also touches on other challenges in Westwood's RTS games.

Recommended by 2 HN commenters across 2 different months, 2020 to 2026.

What Hacker News said

Recommends imjasonmiller · 2020-05 · on “EA will be releasing the C&C Tiberian Dawn and Red Alert source code under GPL3”

With regard to pathfinding, there is this great video on some of their challenges at the time [1]. 1. [this video]

Recommends saithound · 2025-07 · on “The year of peak might and magic”

You're probably looking for something more detailed and implementation-focused, but Ars Technica had a series of 10 minute videos where they interviewed developers about technical challenges. E.g. they had one on pathfinding and CD video in second generation Westwood RTS games [1] [1] [this video]

Cites huachimingo · 2021-08 · on “Now that machines can learn, can they unlearn?”

Tangentially related, sometimes making a bot do mistakes is harder than making a correct bot.See Command and Conquer's pathfinding anecdote: [this video]

Cites shoo · 2026-02 · on “Age of Empires: 25 years of pathfinding problems with C++ [video]”

see also: "How Command & Conquer: Tiberian Sun Solved Pathfinding" (2019, non-technical, for a general audience) [this video]