Flow Field Navigation System

This week I went down the rabbit hole implementing a flow field navigation system after someone suggested it would scale better than individual nav agents. After researching the concept, it made perfect sense to consolidate expensive pathfinding into a single centralized calculation instead of having thousands of nav agents independently calculating paths every frame. Also, stripping away the complexity of the navigation server and merging multiple nav regions is a welcome change.

Key Features Implemented

High-Frequency Update Zone

The system uses a two-tier update strategy: a smaller central zone (32×32 by default) updates frequently for responsive player tracking, while the outer regions update only when the player moves significantly. Whe…

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