14/01/2026
Today’s milestone at Desarius Games: our first playable slice of the navigation “brain”.
This debug render shows a few of our 11 navigation layers over a triangulated grid used to steer massive crowds around obstacles and rough terrain.
All computed with Unity DOTS/ECS + Burst, with the goal of scaling unit movement without turning pathfinding into a frame killer.
If you’ve shipped an RTS: what was your biggest bottleneck?
Large crowds, path queries, local avoidance, memory bandwidth, or debug tooling?
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