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

Ars Technica2 HN recommenders · 2020–2026
1.2M views · interview · evergreen · Uploaded 2019-02-26

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.

Watch on YouTube

4 comments from Hacker News

@imjasonmiller2020 · 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. [VIDEO]

RecommendsView on HN
@huachimingo2021 · 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: [VIDEO]

@saithound2025 · 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] [VIDEO]

RecommendsView on HN
@shoo2026 · 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) [VIDEO]