Does the navigation mesh use Astar as a base?

Godot Version

4.3-rc2

Question

I was wondering if the Navigation Mesh or navigation system in general, already uses A* (Astar) as a base, so it becomes more of a high-level implementation while the astar nodes can be used to create your own custom implementation if needed.

I was thinking of that because I have some tycoon games ideas, but I never stopped to really study astar, so can I just use the default navigation mesh and rebake it at runtime?

My main idea of implementation would be having some static nodes as the stations with a marker2d on top of a navigation mesh. Could that work, or would it be too heavy for the processor?

TL;DR can I use the default navigation system for a procedural world (rebaking the mesh) or I need to use the astar nodes to create a custom implementation?

Yes you can use the navigation system(rebaking) for procedural worlds. i believe the navigation-agent even has an option to choose the pathfinding-algorithm, but the only default option is AStar :sweat_smile:

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I see, the tldr worked lol, thanks man

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