I have a 2d topdown game that currently uses grid graph. I tried to set it to 512x512 and it started to crawl. I searched around on how to improve the performance and found that I can use recast graph but I’m not sure if it would work on my setup.
- Procedural infinite terrain generated
- NPC that uses the pathfinding (ProceduralGridMover will not work here right?)
I’m thinking about adding/removing grid graph on the fly while my game traverse the quadtree and just load the data from a file but I find recast autogeneration really interesting but without any free code in my hand, I just want to know if buying and using recast graph is the right path
Thanks