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Sparse Voxel Octree Pathfinding

High-performance 3D pathfinding system using sparse voxel octrees for large environments.

C#Unity

Key Highlights

  • True 3D pathfinding that supports flying agents and fully vertical levels
  • Adaptive spatial index that uses fine detail near obstacles and coarse cells in open space
  • Graph is precomputed up front so runtime queries stay cheap

Adaptive World Index

Octree visualized

  • Subdivides the world automatically based on level geometry, with no manual setup or hand-placed waypoints
  • Configurable resolution limits trade off path precision against memory and build time

Robust Pathfinding

  • A* search returns a usable path even when the start or goal lands inside or outside geometry
  • Agent clearance is applied at the destination so units stop at a safe point instead of clipping into walls

Why This Matters

  • Solves navigation cases that flat, ground-based solutions can’t
  • Clean split between build, query, and runtime layers makes it drop-in reusable across projects