What are the differences between those path-finding algorithms.
- Is Navigation Mesh faster in finding the path?
- Is it more correct than Quad/Oc Tree?
- Does Navigation Mesh use Quad/Oc tree under the hood?
My problem is that while creating RTS game I have to make a decision between the 2. The main reason I haven't yet is that Quad Tree is a very good solution because the space is partitioned into bigger nodes that makes path finding quite faster. But if NavMesh in unity uses the same techniques under the hood then there is no reason to bother with Quad Tree.
I have noticed that by the way how the NavMesh is built in Unity it creates quite large chunks of NavMesh, so I can assume that this helps to reduce the calculations if the path lies through that big chunk.
Also, I am wondering if NavMesh uses HPA* under the hood?
[With combination of Oct Tree that allows to partition path-finding to bigger chunks and calculate the path in them separately and then combine.] --- --- --- --- --- --- (This last part doesn't seem like it would be an optimization at all, as it just basically calculates the path the same way as without it, so the previous path would be recalculated anyway on fail, but if some custom design solutions could be added to it, like corridors to another part of nav mesh (thinking about it now - it could be implemented with current NavMesh as custom soltuion))
If any clarifications about the split into bigger chunks would be required I can try to draw and provide some images.