Skip to content
crates · rust · bevy

Flow-field navigation forbevy_pathfinder

A grid-based flow-field pathfinding crate for Bevy tile worlds — a walkability grid, BFS-computed direction fields toward shared goals, and a narrow-passage detector, on a pure-Rust core.

Flow fields, not per-agent A*

When many agents share the same goal, a single BFS builds a direction field once and every agent looks up its next move in O(1), avoiding a separate A* search per agent.

RustBevy crate
0.1.1Version
OptionalBevy feature
MITLicense

What it gives you

Features

BlockGrid

2D walkability grid with per-cell height and terrain cost.

FlowField

BFS-computed direction vectors pointing every walkable cell at one or more goals. Agents share a goal and look up their next move in O(1) instead of running per-agent A*.

FlowGate

Narrow-passage detector, useful for ambush AI, territory control, and patrol route generation.

Pure-Rust core

No engine dependency by default; enable the bevy feature for Resource derives and ECS integration.

Questions

Frequently asked

What does the bevy_pathfinder crate do?

It provides grid-based flow-field pathfinding for tile worlds — a walkability grid, BFS-computed direction fields toward shared goals, and a narrow-passage (chokepoint) detector.

Why flow fields instead of per-agent A*?

When many agents share the same goal, a single BFS builds a direction field once and every agent looks up its next move in O(1), avoiding a separate A* search per agent.

Is Bevy required to use it?

No. The crate is pure Rust by default; enabling the optional bevy feature adds Resource derives for ECS integration.