I'm not 100% sure what factors are important when deciding whether to use Unity's NavMesh vs an advanced pathing algorithm such as HPA* or similar. When considering the mechanics below, what are the implications of using Unity's NavMesh vs rolling my own algorithms:
- Grid based real-time building.
- Large number of AI, friendly, hostile, neutral. Into the hundreds. Not all visible on screen at once but the playfield would be very large.
- AI adheres to a hierarchy. Basically does things where AI entities issues commands, receive commands, and execute them in tandem with one-another. This could allow for advanced pathing to be done on a single unit that relays rough directions to others where they can commence lower-level pathing to save on performance.
- World has a strong chance of being procedural. I wanted to go infinite proc-gen but I think that's out of scope. I don't intend on having the ground plane being very diverse in regards to actual height, just the objects placed on it.
- Additions and removals within the environment will be dynamic at run-time by both the player and AI entities.
I've read some posts talking about how NavMesh can't handle runtime changes very well but have seen tutorials/store assets that are contrary to that. Maybe I could combine methods too? The pathing is going to be a heavy investment of time so any advice here would be greatly appreciated.