Vav Labs

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, runtime debug-panel probes, and custom blocker layouts. It also has two visual reference modes: an AStarGrid2D grid for solid-cell, weight, diagonal, jumping, and heuristic gotchas, and an AStar2D waypoint graph for one-way segments, weighted points, disabled points, and partial paths. The tactical range mode shows the next gameplay layer: AP budget, terrain cost, blockers, and hover preview from one budgeted field.

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Simplified tile-by-tile illustration of Godot grid diagnostics - not the engine.

Agent
Goal
Blocked
Clearance
Searched
Route

Click cells to paint with the selected tool.

Route data JSON
Captured Godot clipSix-second development capture of the diagnostic scene.
Download clip

Download debug panel scene

Runnable Godot 4.7 mini project with NavDebugPanel, the demo scene, verification script, and smoke test.

Debug panel verification JSON

Godot 4.7 receipt for map sync, missing region polygons, AStarGrid2D partial endpoint, and disconnected-island probes.

Download Godot scene

Runnable Godot 4.6 mini project with the current reason-code helpers.

Download tactical range scene

Standalone Godot 4.7 proof scene for budgeted tactical movement range.

Benchmark JSONMeasured local 64x64 diagnostics micro-benchmark.
Download JSON

Navigation debug panel case

Open the runtime probe preset behind the Godot navigation debug panel article: sync, regions, endpoint snap, and disconnected islands.

Building a navigation debug panel in Godot

The Godot 4.7 article and source project behind the new debug-panel preset.

AStarGrid2D reference mode

Drag start and goal, paint solid or weighted cells, and switch diagonal mode, jumping, and heuristics live.

AStar2D reference mode

Wire a waypoint graph by hand: one-way segments, weighted points, disabled points, and partial paths.

Tactical movement range mode

Adjust AP, movement profile, terrain, and enemy blockers while the reachable cells and hover path update from the same budgeted field.

Tactical RPG movement range: the article

The Godot 4 implementation guide behind this mode, with a runnable source scene and verification JSON.

AStar2D in Godot 4: the article

The complete AStar2D reference behind this mode: ids, connections, weight on entry, disabled points, and cost overrides.

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, using 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.