Local Pathfinding with High-Performance Binary Cache#29
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grumpyowlbear wants to merge 5 commits intoMaxBittker:mainfrom
Open
Local Pathfinding with High-Performance Binary Cache#29grumpyowlbear wants to merge 5 commits intoMaxBittker:mainfrom
grumpyowlbear wants to merge 5 commits intoMaxBittker:mainfrom
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…sistency and streamline toolchain setup for contributors.
…nt routing - Add populatedZones cache to reject empty ocean zones in snapToWalkable(), preventing the pathfinder from routing through water - Add FLOOR_DECORATION to collision export FLAG_BITS so all blocked tiles are properly captured - Export wall collision flags and door/gate positions separately, allowing the pathfinder to route through doorways while respecting permanent walls - Add one-way door handling (Draynor Manor front door) and escape routing - Add multi-segment routing for cross-continent paths (500+ tiles) - Re-export collision data with all improvements (853k tiles, 1006 doors) - Add 30-test pathfinding validation suite covering walls, doors, water avoidance, and cross-continent routes Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Revert PapaBlooD's mining.md changes and remove the interactPlayer feature (sendInteractPlayer, OPPLAYER packets, trade support) to keep this PR focused on pathfinding improvements only. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Remove rs-sdk submodule (PapaBlooD's fork reference) - Revert bun.lock configVersion formatting change - Revert server/engine/bun.lock reformatting (no dep changes) - Revert server/gateway/bun.lock (unrelated dep removal) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Owner
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sorry, there's been a lot of churn in the process of merging the other code, can't merge this. It seems like a good idea, would welcome another minimal PR including a benchmark |
PapaBlooD
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…ation Builds on the binary collision cache concept from PR MaxBittker#29 by grumpyowlbear. - Migrate pathfinding from JSON to binary v2 format (18MB -> 7MB, 13x faster init) - Add close-door detection (default-open doors that need wall collision added) - Export endpoint now returns closeDoors and wallLocs for diagnostics - Export script generates JSON, gzip, binary v2, and PNG overlay in one run - PNG overlay includes overworld, dungeons, wilderness dungeons, and legend key Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This was referenced Feb 11, 2026
PapaBlooD
added a commit
to PapaBlooD/rs-sdk
that referenced
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Feb 11, 2026
…ation Builds on the binary collision cache concept from PR MaxBittker#29 by grumpyowlbear. - Migrate pathfinding from JSON to binary v2 format (18MB -> 7MB, 13x faster init) - Add close-door detection (default-open doors that need wall collision added) - Export endpoint now returns closeDoors and wallLocs for diagnostics - Export script generates JSON, gzip, binary v2, and PNG overlay in one run - PNG overlay includes overworld, dungeons, wilderness dungeons, and legend key Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
PapaBlooD
added a commit
to PapaBlooD/rs-sdk
that referenced
this pull request
Feb 11, 2026
…ation Builds on the binary collision cache concept from PR MaxBittker#29 by grumpyowlbear. - Migrate pathfinding from JSON to binary v2 format (18MB -> 7MB, 13x faster init) - Add close-door detection (default-open doors that need wall collision added) - Export endpoint now returns closeDoors and wallLocs for diagnostics - Export script generates JSON, gzip, binary v2, and PNG overlay in one run - PNG overlay includes overworld, dungeons, wilderness dungeons, and legend key Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Summary
This PR integrates the local pathfinding engine from PR #28 but adds a significant performance layer. It replaces the 18MB JSON collision data with a packed binary format, reducing bot initialization time from ~260ms to <20ms.
Key Changes
DataViewbased loader for instant spatial cache initialization.