Dilemma of performance for RTS game: A* + rts engine - Follower Entity or just grid+AIPath

Hi, I got dilemma. I am creating RTS. I want to merge RTS Engine asset with A Pathfinding Project (both from Asset Store). There is a module in RTS engine that connects A, but only AIPath + grid graph. On the other hand I would like to use followerEntity with recast graph, but there are some issues with it, that I need to solve. The AIPath works right now.

Did you check performance of these two solutions? Does it differ a lot? Does it make sense to invest time in FollowerEntity implementation?

I plan to have battles 100 vs 100 units.

Cheers,

Lukasz

I think it has a lot more to do with how often they’re pathfinding on what type of graph and what size the graph is- quite a bit that can change this, including your target system. I’d try it with AIPath + either Recast or Grid, and if you have issues with performance I’d look into the profiler to see if Astar is the hangup. If it is, we can probably look into it and see if we can help you to get it working with RTS Engine. But I’d try testing it first :+1: