Posted October 18, 2025 by Hammer Forged Games
The collisions&pathfinding_update branch introduces HammerEngine's first dedicated collision detection and pathfinding stacks. Prior to this work the engine shipped without core collision or navigation systems, so the effort delivers the initial implementation along with supporting assets, documentation, and validation harnesses required for large-scale simulations.
CollisionManager featuring dual spatial hashes, pooled broadphase buffers, and kinematic batch updates to keep 10K+ movers responsive at 60 FPS.
CollisionBody, CollisionInfo, SpatialHash, AABB, TriggerTag) that establish the shared collision vocabulary for the rest of the engine.
docs/collisions/ and docs/managers/CollisionManager.md, bootstrapping developer onboarding for the brand-new subsystem.
PathfinderManager singleton with async request queue, WorkerBudget-backed prioritization, and cache-aside path reuse to orchestrate navigation workloads.
PathfindingGrid, PathSmoother, request queue utilities, and weight-field configuration so AI can navigate dynamic maps efficiently.
AIBehavior.hpp and behavior headers) to plug directly into the new pathfinding responses and collision data surfaced by this branch.
EventManager, CollisionEvent, WorldTriggerEvent, and scene events to broadcast collision/path updates across states, enabling the first round of gameplay integration.
AIManager, ParticleManager, ResourceFactory, and WorldManager so state transitions rebuild collisions and invalidate cached paths correctly.
UniqueID utilities, extended WorkerBudget, and refreshed logging to trace collision/path workloads in debug builds.
docs/ai/, docs/collisions/, and manager guides to document the freshly created workflows.
CollisionSystemTests, PathfindingSystemTests, PathfinderManagerTests, plus AI threading regression coverage to validate the new foundations.
AGENTS.md / tests/TESTING.md with collision/pathfinding playbooks for the newly introduced systems.
PathfinderManager::requestPath / findPathSync and stop relying on ad-hoc movement helpers that existed before this branch.
This branch establishes HammerEngine's baseline collision and navigation pillars, pairing high-performance spatial processing with testable, well-documented APIs ready for future gameplay expansion.