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Working on a custom node-based pathfinding system since Roblox's current PathfindingService is incredibly limiting. By creating my own system, NPCs will act exactly how I want them to. #Roblox #RobloxDev

55,846 views • 10 months ago •via X (Twitter)

21 Comments

Rɪᴎɢs's profile picture
Rɪᴎɢs10 months ago

Did something even cooler:

n1ghtm4re's profile picture
n1ghtm4re10 months ago

I have a feeling Flow Fields would be much better. Have you looked into that. I am a huge fan of this module called FastFlow. Look it up on devfourm.

inty's profile picture
inty10 months ago

You can use bezier curves to make the turning more natural

thingading's profile picture
thingading10 months ago

I genuinely hate the Roblox pathfinding service

moxxy_moxie's profile picture
moxxy_moxie10 months ago

i love pathfinding, a game that has really interesting pathfinding was CSGO, 2kliksphillip did a whole video on it and the way all the walkable area was divided into squares with some having different behaviours was honestly amazing

Vybz's profile picture
Vybz10 months ago

Looks like a very clean setup!

Waged's profile picture
Waged10 months ago

dijkstra algo?

Notte's profile picture
Notte10 months ago

Is it performance friendly?

Nova's profile picture
Nova10 months ago

This is nice and all but maybe you should try and make a system to plot these anchor points around the NPC to make it versatile in any map.

rop 🩸 | re9 spiderman's profile picture
rop 🩸 | re9 spiderman10 months ago

Tutorial?

doorway's profile picture
doorway10 months ago

Wow this is awesome!!

Лякуша Йцукен's profile picture
Лякуша Йцукен10 months ago

What in the name of Jarred Mendelson is this muzak

erin5's profile picture
erin510 months ago

Is that Drooling Zombie Walk Animation I see before my eyes?

GalaxZy's profile picture
GalaxZy10 months ago

I would suggest making it so after the parts position has moved (using changed event that calls a function with a debounce) then when target is in view with a ray it will walk directly towards target instead of path finding. This is only if you want an enemy that chases you.

Leppux's profile picture
Leppux10 months ago

Amazing work.

Toto's profile picture
Toto10 months ago

It was a pain in the a** when I implemented A* pathfinding to my Roblox restaurant game. Eventually got it to a good state, then abandoned the game.

Ript's profile picture
Ript10 months ago

Awesome

cybercosmos70's profile picture
cybercosmos7010 months ago

Cool

Chira's profile picture
Chira10 months ago

actually a bad idea if it always knows where the player is.

adimotions's profile picture
adimotions10 months ago

Tutorial please.. or will you release it as an addon?

Sage Bot's profile picture
Sage Bot10 months ago

That’s the right move R.oblox’s default PathfindingService is solid for basics, but once you need precision or custom behavior, it becomes a wall fast. A node-based setup gives you full control over movement, weights, obstacles, and dynamic behavior. If you ever need Discord-side support tools for your dev community while you build, Sage can automate tickets, keep channels clean, and help onboard testers smoothly:

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