Large terrain pathfinding
I am interested in creating a simulation strategy game (much like any RTS game). I want the terrain to be deformable and so i am looking into the fastest way i can do pathfinding while also updating the mesh its attached to. The options that i can think of are: Navmesh - very large terrain could lag game when updating real time
Rigidbody - potentially cpu intensive
Updating A* - potential problems while looking for paths and updating on large terrain
Updating localized A* - a temporay local a* path that each unit would have. It would update based on the terrain around it and dictate a series of small paths to complete the larger goal path.
If anyone has a bit of insight on this or to what would be the least cpu intensive i would be very appreciative. Thanks!