I’ve found that in my spherical world I need to implement my own navmesh. I’m sort of using the ideas from recast, but only at a very basic level.
I got as far as implementing the water shed. Because I’m voxelated, I’ve got a bit of a head start. The polygon boundaries (near edges where you can’t path) are the red dots. You can see the polygons flow with the ramps but are blocked with the sharp cliffs or steep ramps.
I’m designing for a dynamic environment of course. A separate low priority lockless thread will try to keep the navmesh updated. The fall back will be a simple graph search.