PathForge Playground
Diagnose the empty path before blaming the pathfinder.
The playground turns common Godot navigation failures into named facts: start solid, goal solid, disconnected region, insufficient clearance, unsynced map, and custom blocker layouts. It also has a visual AStarGrid2D reference mode for the article's solid-cell, weight, diagonal, jumping, and heuristic gotchas.
Case library
Choose a diagnostic case
No matching diagnostic cases.
Simplified tile-by-tile illustration of Godot grid diagnostics - not the engine.
Click cells to paint with the selected tool.
This browser reference mode mirrors the documented AStarGrid2D behaviors used in the article. It is an interactive explanation, not a native Godot runtime benchmark.
Captured Godot clip Six-second development capture of the diagnostic scene.
Download Godot scene
Runnable Godot 4.6 mini project with the current reason-code helpers.
Benchmark JSON Measured local 64x64 diagnostics micro-benchmark.
AStarGrid2D reference mode
Drag start and goal, paint solid or weighted cells, and switch diagonal mode, jumping, and heuristics live.
Failure-Mode Museum
The shared vocabulary behind each named route failure.
Benchmark Lab
The first measured diagnostic micro-benchmark and broader measurement policy.
Moving 10,000 agents: interactive demo
Drag the goal and watch 10,000 agents hold the frame budget — the measured shared-field crowd benchmark, playable in the browser.
Godot 10,000-agent benchmark: the article
How per-agent path queries collapse the frame budget at 500 agents, and the shared field that scales to 10,000 — with native JSON and a runnable project.
Godot pathfinding failure modes: the article
The taxonomy behind this playground: every named empty-path reason, with the runnable scene and micro-benchmark.
Why is my path failing in Godot?
The triage checklist for empty paths, with verified Godot 4.6 proofs for the traps people actually hit.
PathForge product
The commercial product page, current V1 scope, and early access form.