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bevy_pathfinding

Three layers stacked on a tile-based world:

  1. BlockGrid — 2D walkability grid with per-cell height + terrain cost.
  2. 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*.
  3. FlowGate — narrow-passage detector. Useful for ambush AI, territory control, and patrol route generation.

The crate is pure Rust by default. Enable the bevy feature to get Resource derives for ECS integration.