Recently, we noticed that the speed of pathing is quite variable from one map to another.
I was using a map had a fair few roads on it for my testing.
Didn't always seem instant but was fast enough.
I thought.
Ezra tried a different map...
And
There's a problem.
I'm investigating how best to do pathing so it runs at an acceptable speed.
I'm going to try a relatively simple approach first.
If that's good then we go with it.
If that's not so good then we'll have to see about a different and more sophisticated approach.
Turns out optimised spatial A* stuff is tricky.
Especially when the cost per cell varies.