I started playing around with pathfinding today and got this far:
[It starts inside the ābowlā on the left and tries to reach the blue circle on the right]
There is no grid here, its doing circle overlap checks to crawl through the map, every green circle is a node that got evaluated.
The performance depends mostly on how many objects you can filter out before they are checked for overlap,
since there are up to 11 collision checks against all nearby objects for every green node.
The benefit of this method is that different unit sizes are taken into account naturally (tiny soldier vs bulky tank) and that there is no need for memory heavy grids or work intensive/static nav meshes, which is perfect for large sparse areas. I could also vary the size of the test circles dynamically to reduce the amount of checks even further when itās just going through an empty area.
The downside is that itās not guaranteed to provide an optimal and fast solution if the path-width is getting close to being the size of the unit that tries to traverse it.
tl:dr => began developing my homebrew gridless A* today