Poez 4D Grid Pathfinding
A memory-minimal four-dimensional grid traversal algorithm for pathfinding in a constrained game-engine runtime.
C++PathfindingData Structures
Scope
The engine needed pathfinding that could reason over a four-dimensional grid without turning memory use into the limiting factor on small devices.
Engineering
I designed a memory-minimal traversal algorithm for the grid, keeping the representation compact while preserving the connectivity information needed by the runtime.
Outcome
The algorithm gave the engine a practical pathfinding foundation suitable for its constrained, multiplatform targets.