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There is no 'best' solution to this problem. Ultimately you're going to have to find by trial and error something that gives the best tradeoff between performance and believable intelligence. However if you want to use any sort of path finding algorithm you're going to need to subdivide your world in some way. Whether you go with tiles, polygonal zoning or ...


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The way I have done it in the past is with A*, but tweaked. Calculate the A* path, but remove the last n waypoints from the path. Then when that point is reached, recalculate. Only remove the last n waypoints if there are at lease n+m waypoints. Otherwise, send to target, and recalculate. Once there is only one way point, the calculation is minimal. This ...



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