Multi-threaded Recast-Based A* Pathfinding for Scalable Navigation in Dynamic Game Environments
Tiroshan Madushanka, Sakuna Madushanka
TL;DR
The paper tackles the performance-realism trade-off in A* pathfinding for dynamic 3D game environments. It introduces a multi-threaded framework that combines Recast-based NavMesh graphs, Funnel and Bezier post-processing, and density-aware crowd coordination to sustain high frame rates while producing smooth, collision-free movement. Key contributions include Recast Graph generation, asynchronous multi-threaded A*, Bezier trajectory smoothing with $B(t)$ interpolation, and a density analysis module for crowd management, validated across ten progressive phases that show robust scalability up to 1000 agents and 350+ FPS. The results demonstrate practical impact by enabling scalable, realistic navigation in dynamic worlds, with implications for large-scale crowds and real-time gameplay.
Abstract
While the A* algorithm remains the industry standard for game pathfinding, its integration into dynamic 3D environments faces trade-offs between computational performance and visual realism. This paper proposes a multi-threaded framework that enhances standard A* through Recast-based mesh generation, Bezier-curve trajectory smoothing, and density analysis for crowd coordination. We evaluate our system across ten incremental phases, from 2D mazes to complex multi-level dynamic worlds. Experimental results demonstrate that the framework maintains 350+ FPS with 1000 simultaneous agents and achieves collision-free crowd navigation through density-aware path coordination.
