Implement tiered pathfinding with thread-local scratchpads
- TIER0 (<10 tiles): Vec-based linear search, zero hash overhead - TIER1 (10-30 tiles): FxHashMap scratchpad with memory reuse - TIER2 (30-100 tiles): AHashMap scratchpad for better collision resistance - TIER3 (>100 tiles): Chunk waypoint decomposition - Added benchmarking infrastructure with F8 report trigger - Added async infrastructure: PendingPath, CompletedPaths resources - Lowered MAX_NODES to 5000 to prevent runaway searches Benchmarks show P50 improved 13%, max improved 53%
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@@ -12,6 +12,8 @@ image = "0.25.10"
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bevy_platform = "0.18.1"
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rayon = "1.11.0"
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rustc-hash = "2.1.1"
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ahash = "0.8.12"
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nohash-hasher = "0.2.0"
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# Enable max optimizations for dependencies, but not for our code:
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[profile.dev.package."*"]
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