# Crowd Pathfinding and Steering Using Flow Field Tiles

*Source* · `src-emerson-2013-flow-field-tiles` · status: **n/a**

| field | value |
|---|---|
| kind | Book |
| authors | Elijah Emerson |
| venue | Game AI Pro, ed. Steve Rabin, CRC Press (chapter 23) |
| date | 2013 |
| url | http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter23_Crowd_Pathfinding_and_Steering_Using_Flow_Field_Tiles.pdf |
| accessed | 2026-10-24 |

## Notes

Book and year from the hosting site and contributor knowledge. Supreme Commander 2: 10x10 m sectors linked by portals; A* over the portal graph; 8-bit cost field with 255 for walls; integration field from the goal; shared flow field directions for many units; dirty sectors rebuilt by a time-sliced queue; earlier per-unit repathing on collision compounded stalls.

## Backlinks (computed)

**cited by:** [Agent pathfinding](../mechanic/agent-pathfinding.md)

## Citation

Elijah Emerson (2013). *Crowd Pathfinding and Steering Using Flow Field Tiles*. Game AI Pro, ed. Steve Rabin, CRC Press (chapter 23) http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter23_Crowd_Pathfinding_and_Steering_Using_Flow_Field_Tiles.pdf

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Provenance: created in run `2026-10-24-taxonomy-m3`.
