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> The long-range pathfinder can be simpler and more efficient if it has a grid representation of the map. > (Since our maps are large and open [] and must supp
by keerthiko 11y ago
> The long-range pathfinder can be simpler and more efficient if it has a grid representation of the map.
> (Since our maps are large and open [] and must support dynamic generation [] and dynamic modification [], a grid is likely better than a nav mesh)
Can someone explain why this is the case? I feel like using a grid will result in them generating the equivalent of a fresh nav mesh every time they want to pathfind, as opposed to using a cached navmesh (generated when terrain is loaded) which they can modify in place every time a dynamic event occurs (building placed).