I’m slowly but steadily working on my game. Having to hit a decent frame rate has made me do lots of rework.
But anyhow here is my multi agent path finding in operation. This is in a spherical world that is dynamic (which means the navmesh is recalculated during run time) It is actually using a navmesh (grouping hexagons into convex groups) rather than a basic grid search. This dramatically reduces the node count, but is does add complexity - especially when world is completely flat. The path finding and navmesh generation is in a separate thread. Also done in a separate thread is the light propagation and the queuing of bulk rendering updates - I use instance static meshes.