> Hierarchical pathfinding seem to be a good solution for handling big maps.
>
> In the case of online calculation of the nav mesh, the whole map would
> have
> to be processed prior to any pathfinding, right? Since we would need the
> weights for the edges of the high level graph (which would be the cost of
> the shortest path connecting the two portals represented by the vertices
> of
> each edge) and the portal positions.

That's true, it will need to load the whole world. That will be hard to
build such structure online, so an offline generation is probably better,
at least to begin with (and optimizations/online generation can still be
added later).


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