Currently I'm developing a Diablo like game for mobile platform(iphone5+).
A simple A* search will find the path, but collision avoidance still needs to be taken into consideration.
There will be about 50 monsters active at the same time, so performance is very important.
I found some methods that might work.
NavMesh + RVO
The recast/detour library works well on the
pathfindingpart, but its crowd simulation quickly reach the limit(more than 5ms for 30 agents).
Another library RVO2 seems fine(less than 2ms for 50 agents), but the library has some license issues.
Flow Fields + Physics Engine
Many RTS games use this method, but it seems that a physics engine is required to resolve collisions. If many agents don't share a common goal, this method might cost more than traditional A* pathfinding.
Steering Behaviors + Physics Engine
Steering Behaviors includes many concepts, I think
simple avoidance behaviormight work(just turn left/right if there is something in front) , but the method still requires a physics engine to work together.
I'm still not sure which one to use, maybe there exists other pathfinding and collision avoidance methods.
Halo:Spartan Strike uses Havok AI(based on RVO?), but I didn't see many enemies in that game,
so I wonder whether the first method(NavMesh + RVO) will works well on mobile platform.