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Stop the expanded 3D starters from freezing while boxes move, and load them faster - #1112

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4ian merged 1 commit into
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claude/expanded-starters-navmesh
Nov 3, 2026
Merged

4ian merged 1 commit into
mainfrom
claude/expanded-starters-navmesh

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@4ian 4ian commented Nov 3, 2026

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The navigation mesh of the whole level is rebuilt (at most once per second) each time one of its obstacles moves, which freezes the game. In the expanded shooter with enemies and the expanded 3D house horror, pushable boxes are obstacles, so the game froze every second while a box moved. In the starters using the navigation mesh, it was also slow to build when the level starts, because of its 5-pixel cells over large levels.

This is the same fix as the one made in #1106 for the shooter with enemies starter.

Changes

  • Expanded shooter with enemies and expanded 3D house horror: PushableBox is no longer a navigation mesh obstacle. Enemies and monsters push boxes out of their way instead of walking around them.
  • Expanded shooter with enemies, 3D house horror, first-person horror, shooter horror and RTS: navigation mesh cells are 10 pixels instead of 5.

Testing

Measured with GDevelop 5.6.286, using a temporary probe gameplay test (not committed), in a slow CPU-only container where a typical desktop is about 1.8× faster:

Starter Build at level start (before → after) While a box is pushed (before → after)
Expanded shooter with enemies 600 + 385 ms → 226 ms ~370 ms every second → none
Expanded 3D house horror 183 ms → none during the probe ~170 ms every second → none
Expanded first-person horror 440 → 163 ms —
Expanded shooter horror 541 → 208 ms —
Expanded RTS 412 → 183 ms —
  • Gameplay tests: all 25 tests of these starters pass.
  • Reachability: path queries from each starter's character to the tops of walkable obstacles (floors, stairs) and to a 160-pixel grid over the level give the same results, within a few points next to walls and rocks.
    • House horror: every floor and stairs top reachable before is still reachable.
    • Expanded shooter with enemies: 38 points are now reachable where the boxes used to block, and 8 isolated points next to obstacles are no longer reachable.

Generated by Claude Code

…d faster

The navigation mesh of the whole level was rebuilt (at most once per second)
each time a pushable box moved, which took 100 to 300 ms in the expanded
shooter with enemies and the 3D house horror. The pushable boxes are no longer
navigation mesh obstacles (enemies push them out of the way instead of walking
around them). The cells of the navigation mesh are 10 pixels instead of 5 in
the expanded starters using it, so that building it when the level starts is
about 4 times faster.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GFZnZwjYz8dSQxu3B2QVUJ
@4ian
4ian merged commit c54e497 into main Nov 3, 2026
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