Chose sufficiently fast approximate shortest paths, removed unnecessary overlap rules and required level behavior and visual effects to remain intact.
Game prototype / Performance engineering
Pixel Flow · Navigation caching and rendering
Uses fast approximate pathfinding, cache invalidation, batched rendering and observable counters to iterate on a mobile-oriented game prototype.
WORK & CONTRIBUTIONS
My work on this project.
Uses distance fields, reachable boundaries and deletion logs, falling back to rebuilding on budget overflow or version discontinuities. Caches remain separate from authoritative game state.
Shared meshes and instanced batches are paired with draw/upload counters, alongside baked-lighting and animation decisions.
NEXT PROJECT