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Cédric Jules edited this page Jan 5, 2016 · 2 revisions

Daedalus Lib manages 2D environment modeling and pathfinding.

When I began to code Daedalus, I had many ideas in mind:

  • focus on 2D
  • fastness and accuracy
  • simplicity of use

Why focus only on 2D and not on 3D ? Because constraining to 2D allows to gain simplicity and efficiency. Many great games today are still based on 2D engines involving 2D mechanics, 2D physics and 2D display ; so I hope Daedalus will find his place as a new component for new 2D projects.

Fastness and accuracy are reached by using among the best techniques available in the field of computational geometry : half-edge structure and fully dynamic Delaunay triangulation. Daedalus algorithms are based on many research publications, among them:

For simplicity, I assumed that the library should work without any pre-generated data. Everything should work in real time : constraints insertion/motion/deletion and path generation. Also I assumed that the library should be fault tolerant to designer/developer mistakes : obstacles are clipped, can overlap and can be of any shape : open, convex, concave... At last, the path generation can manage any number of circle-shaped objects in order to avoid any obstacle collision.

Want to learn more ? Read wiki introduction