&gt; The long-range pathfinder can be simpler and more efficient if it has a grid representation of the map.<p>&gt; (Since our maps are large and open [] and must support dynamic generation [] and dynamic modification [], a grid is likely better than a nav mesh)<p>Can someone explain why this is the case? I feel like using a grid will result in them generating the equivalent of a fresh nav mesh every time they want to pathfind, as opposed to using a cached navmesh (generated when terrain is loaded) which they can modify in place every time a dynamic event occurs (building placed).