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Efficient Spherical Path Finding Edit

I posted a few weeks back about A Star Path finding on a spherical map. It was extremely inefficient, but demo’d the concept quite well.

This next version is far more efficient and can find a path in an average (on my machine)  of about 2 milliseconds.

This version is using raycasts against points on a mesh to determine where to go.

There is a list of navpoints that are positioned at each vertex on the mesh, these points make up our navigation system.

This WebGl version runs quite well, but is significantly slower than a standalone build.



Spherical A star Pathfinding

Here’s a little demo of the A star (A*) pathfinding algorithm, running on the surface of a sphere. It’s a network of spheres that neighbour each other when they collide at the start of the demo. This demo uses 2048 spheres, probably way too much. Might be nice to push this further and turn it into a navmesh.


As I said earlier, this is by no means efficient, but it does demonstrate the process quite well.


For those of you who haven’t seen this Algorithm in action, the basic idea goes as follows:


NOTE: A network of walkable and unwalkable points (the spheres) must be formed, and each point must have a reference to each of its neighbours.
NOTE: Each point is given three scores:

  • a) A GScore which is the basic distance from one point to the next
  • b) A HScore which is the Heuristic or simply, a best guess or estimate of distance from the start to the finish point.
  • c) An FScore which is the two other scores added together.



The algorithm needs a start point and an end or target point to run.

The first or “start point” is added to an “Open” list for consideration.




This loop keeps looping until there are no points left in the open list or the target is found

  • Step 1) The point with the lowest FScore is found in the open list and set as the “Current” point (The first time this runs, it finds the only point, the start point)
  • Step 2 A) If the current point is not the target, it is then removed from the open list and added to a “Closed” list. Skip to step 3
  • Step 2 B) If the current point is the target, a new list is created by adding the finish point, and then the node it is linked to, and then the node that is linked to…etc, until the start node is found (it wont have a link). This list is then reversed, and that’s your path. Break from loop.
  • Step 3) Each of the current point’s neighbours are considered and as long as they are not on the closed list or set as blocked, they will all have their G, H, and F scores computed.
  • Step 4) Each neighbour is then added to the open list and the node it came from, or is linked to, in this case, the “current” node, is set for each neighbour.
  • Step 5) Loop back to Step 1, where we find the point with the lowest FScore, the point that is closest to our target, and repeat the process.


Javascript Quadtree

This is a Quadtree system, used for efficient collision detection. Collision detection can be a heavy task for the processor, so when using a Quadtree, only the smaller sections ( in green ) are tested for collisions with other collision objects. The green section encloses the entire collision object ensuring that the collision is tested before a collision could possibly occur. If you were using 3D, instead of a Quadtree, you would use an Octree, which is the same except it has depth on the Z axis as well as the X and Y. You can also use a Quadtree system for efficient object culling, for example, when you don’t need to draw or update something because its not visible on the screen. Use the arrow keys to move the box around. (Left, Right, Up/Jump)


Chameleon Falls

Chameleon Falls


Chameleon Falls is now live on Google Play

And its totally FREE!

Get it on Google Play

Prepare to blister your thumbs and pull your hair out. Chameleon Falls will challenge your reflexes and your will.

This unique Runner game challenges you the player with obstacle negotiation on one hand and colour matching on the other.

9 Completely different story levels plus a beginner Introduction level.

4 Unlockable Randomly generated practice challenge runs, including an infinite runner.

A store where you can top up on Coins and other Inventory, and also purchase add-ons like “Ad Removal”.

Sraith Pictiúr 2015

Sraith Pictíur Icon 512

Poke The Bear, in association with, are proud to announce that the Sraith Pictiúr 2015 app is here! Our latest FREE app has launched successfully on Android and iOS devices. Click to download below.

The 2015 Sraith Pictiúr stories broken down into simple sets of descriptions, vocabulary and useful phrases. Written by expert teachers and recorded by native Irish speakers in high quality sound.

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    All Sounds and Music are credited to

    Tricky Words


    Tricky Words is here! Our latest app has launched successfully on Android and iOS devices.


    Aimed at beginner readers, this app involves the user in learning the high frequency, ‘Tricky Words’. Even very young users can independently choose colours and follow the audio guide. Users can move through the levels consecutively or randomly. Attractively presented, with a simple, tried and tested methodology, a valuable asset to children, parents and teachers.

    All Sounds and Music are credited to


    Fizzy Quiz French

    Fizzy Quiz French

    We are proud to announce that our first educational app, “Fizzy Quiz French” has launched successfully on both Google Play and the App Store. Click below to navigate to “Google Play” or the Apple “App Store”.


    Designed for anyone who wishes to brush up on their French skills, this quiz app has a combination of true or false and multiple choice questions. The user can specify the length of each quiz and can also challenge themselves further with the countdown timer mode.

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    All Sounds and Music are credited to