A tower-defense map can let players shape enemy routes without running a fresh path search for every enemy. On Null Grid, a 32-by-18 map in Void Parry’s tower-defense mode, towers act as walls; a shared distance field points ground units toward the core while placement checks prevent the player from sealing off the entrance or trapping units already on the board.
Why a flow field fits a player-built maze
When many enemies share one destination, calculating a separate route for each one repeats work. A flow field instead stores, for each traversable cell, its distance to the goal. An enemy can then move toward a neighboring cell with a lower distance, taking movement cost into account. This shared-goal approach is a natural fit for tower defense, where player-placed towers keep changing the available routes. Red Blob Games explains the flow-field approach for tower-defense pathfinding; Nightdrive Labs describes its use in Null Grid.
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Null Grid is described as a 32-by-18 open grid, with entry at the left and core at the right. That makes 576 cells. Towers occupy cells as walls, so the player designs the maze rather than following a fixed corridor. A longer route can give defenses more time to attack, but buying maze walls also leaves less money for damage upgrades. The source mentions cheaper barriers as a possible design tool, but does not provide prices or quantified balance results. Nightdrive Labs’ implementation article reports that “The whole feature is about 60 lines of pathfinding”; that describes its implementation, not the general effort required to build the complete feature.
How the 576-cell field is built
Start at the destination
The described implementation calculates distances outward from the exit using Dijkstra’s algorithm. It checks eight neighboring cells, assigning diagonal steps a cost of 1.41. This allows routes to use diagonals while recognizing that a diagonal move covers more distance than a straight step.
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Keep corner rules consistent
A diagonal step is disallowed if either of the two cells touched at the corner is blocked. The same restriction must apply both when constructing the field and when moving enemies. Otherwise, the field may direct a unit through a gap that movement rules should treat as blocked, making it look as if the unit clips through a tower corner. This is a rule in the Null Grid implementation, not a universal requirement: a game with different movement rules should use those same rules consistently in its path calculation and movement.
Rebuild when the maze changes
When a tower is built or sold, the described system rebuilds the field once. Ground enemies already on the grid choose new paths from their current cells; enemies that have not entered keep the shared route from the entry. Flying enemies ignore the field. This makes the field responsive to maze changes without treating each ground enemy’s route as a separately maintained search.
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How placement checks avoid trapping units
A placement can be legal for the player to click but still make the map impossible to navigate. The implementation checks a proposed tower before committing it:
- Temporarily block the candidate cell. Treat the proposed tower location as a wall for the test.
- Search outward from the exit. Run breadth-first search over the remaining traversable cells.
- Check the entry and current ground units. Reject the placement if the entry or any ground enemy already on the grid cannot reach the exit.
- Reject occupied cells. The system also refuses a placement directly on an enemy.
- Return a reason. A rejection can be explained to the player rather than silently failing.
Checking only the entry would miss a different failure: an enemy can already be on the far side of the proposed wall and become stranded even though new enemies still have a route. Conversely, checking current enemies without the entry could allow a placement that traps later waves. The described validation accounts for both.
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Make the proposed route visible
Null Grid also describes a route preview while the player hovers over an empty cell. The candidate blockage is tested and a dashed yellow route is drawn. The preview is recalculated when the hovered cell or maze changes, rather than continuously for an unchanged proposal. This lets players see the path consequence before spending funds or committing to a wall.
Nightdrive Labs says it tests whether the preview route matches the route after placement. That is a reported test, not an independently reproduced result. Even so, equality between preview and post-placement routing is the key behavior to verify: both should use the same blocked-cell and diagonal-corner rules.
Rank #4
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Choosing an approach for a different game
A shared field is most useful when many units move through a changing map toward the same goal. Separate path searches can be easier to think about as individual route requests, but they repeat work for a common destination. The cited sources do not provide a benchmark comparing those approaches on Null Grid, so the choice should be based on workload and movement rules rather than an assumed speed advantage.
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Best Value
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For Apple-platform projects, Apple’s GameplayKit pathfinding guide presents a graph-based alternative: model the maze as a grid graph and remove wall nodes so paths route around them. Its GKGridGraph documentation covers the grid graph API. This is a platform-specific option, not a performance comparison with a custom flow field.
Quick Recap
What to preserve when implementing it
- Use a shared field when many ground units have the same destination.
- Recompute after a map change that alters traversable cells.
- Validate reachability for both the entry and ground units already on the map.
- Apply one consistent definition of legal diagonal movement in the field, placement test, preview, and actual movement.
- Show the likely route before a placement so players can understand the maze and its tradeoff between extra firing time and spending on damage.
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