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    How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica

    Ars Technica

    2 HN recommenders · recommended in 4 months, 2020–2026

    YouTube

    13:03 · 1.2M views · Feb 26, 2019

    Westwood Studios co-founder Louis Castle talks about how pathfinding was solved in Command & Conquer: Tiberian Sun, in an Ars Technica War Stories episode. It also touches on other challenges in Westwood's RTS games.

    HN commenters recommend it as an accessible, non-technical look at real game pathfinding problems from a developer who built them.

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    4 comments from Hacker News

    1. @saithoundJul 2025· in “The year of peak might and magic”

      You're probably looking for something more detailed and implementation-focused, but Ars Technica had a series of 10 minute videos where they interviewed developers about technical challenges. E.g. they had one on pathfinding and CD video in second generation Westwood RTS games [1] [1] this video

      RecommendsView on HN
    2. @imjasonmillerMay 2020· in “EA will be releasing the C&C Tiberian Dawn and Red Alert source code under GPL3”

      With regard to pathfinding, there is this great video on some of their challenges at the time [1]. 1. this video

      RecommendsView on HN
    3. @huachimingoAug 2021· in “Now that machines can learn, can they unlearn?”

      Tangentially related, sometimes making a bot do mistakes is harder than making a correct bot.See Command and Conquer's pathfinding anecdote: this video

      CitesView on HN
    4. @shooFeb 2026· in “Age of Empires: 25 years of pathfinding problems with C++ [video]”

      see also: "How Command & Conquer: Tiberian Sun Solved Pathfinding" (2019, non-technical, for a general audience) this video

      CitesView on HN