So I have a prototype that is a large 2D world that is not tile based and running into some issue with the grid graph:
- Performance is not so great with how many nodes there are and the are a lot of nodes are open
- With using a non-tile based system, the grid pattern can create weird pathing (even with raycast and smoothing modifiers)
I was looking at some other graphs like mesh or recast however it seems like those don’t really work with 2D colliders.
What what graph would you recommend using for a non-tile based large open world 2D game?