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Pathetic

Java pathfinding: 10k concurrent paths in ~7ms

Details

External ID
48024791
Source
HN
Company
—
Product
Pathetic
Website domain
github.com
Launched
May 5, 2026
Cohort
—
Upvotes
8
Upvotes percentile
0.4894991922455573
Tags
—
Fetched at
Sept. 7, 2026, 9:26 p.m.
Updated at
Sept. 7, 2026, 9:26 p.m.

Description

It started with drones. My co-founder and I were building a Minecraft plugin where drones had to navigate through unloaded chunks - terrain that doesn't even exist in memory yet. No existing library had any concept of it, which led to drones being stuck in non-existence.Sloppy at first, tightly coupled to Minecraft's API, we built our own. But somewhere along the way we realized: the problem wasn't Minecraft. It was how Java pathfinding is built in general - object-heavy, GC-hostile, and single-threaded by assumption.So I split the project. The core became its own thing: pure Java 8+ for compatibility, featuring a zero-allocation primitive heap instead of a theoretically optimal FibonacciHeap, because pointer chasing and cache misses were unacceptable. 100% async, even in a single-threaded, async-hating Minecraft hell, and a processor pipeline providing full extensibility. No game engine, yet the possibility to adapt to your environment.Sometimes it isn't the algorithm that needs optimization, but the environment it lives in. Pathetic is full of these micro-optimizations: a BloomFilter lookup before the expensive closed set check, a multi-metric squared heuristic to kill Math.sqrt() overhead, and bit-packing 3D coordinates into a single primitive long. In order to get Java fast, you need to treat it like C++.The result: 10k concurrent paths in ~7ms, where most libraries quietly die. A 20k distance path (equivalent to 100k+ nodes) in ~60ms without bloating the heap. The README is... a choice. Judge it, because it does the same to you.

Enrichment

Theme
low-level systems and developer tools
Vertical
Horizontal
Function
Dev tools
Audience
Developer
AI stance
Not AI
Project type
Hobby / open-source project
Normalized one-liner
java pathfinding library for concurrent paths
Manually corrected
False

Could you build this?

No Achieving 10,000 concurrent 3D paths in ~7ms through non-loaded virtual chunks requires deep systems-level algorithm optimization, custom spatial data structures, and non-blocking multi-threading.

What it would actually take: Building Pathetic requires a high-performance Java architecture using low-overhead concurrent data structures, off-heap memory management, and specialized pathfinding algorithms (such as optimized A*, JPS, or hierarchical pathfinding adapted for 3D sparse voxel grids). The core engineering hurdles involve asynchronous chunk/octree generation on demand without triggering full game-engine object allocation, cache-friendly bit-packing for voxel states, and custom memory allocators to prevent GC pauses. This necessitates senior game-engine or systems programming expertise in concurrency, spatial indexing, and CPU cache optimization.

Discussion

2 comments analyzed.

Competitors

Other products that read as similar to this one — 152 launches clear the similarity bar, closest 8 shown.

Attention rank: #84 of 153 (itself plus its competitors, highest first — normalized so YC and Product Hunt are compared fairly).

Launched 188 days after the earliest competitor.

Other launches for this product

Same idea, different domain

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