I’ve been working on a project where my game creates a small field of squares on a plane (the squares are technically cubes), each of size 2, 0.1, 2 (xyz) and creates something like a chess game, where each of these squares can have something on it (or not).
The idea is to navigate from a side to another in the field, avoiding anything that can be placed there (it is placed by the player so it must be dynamic).
The real problem is: The normal navmesh resource will just fail to work well with the said dynamic field, so even tagging dynamically created objects as obstacles would not be a solution for my problem, since the field itself is not a obstacle and anything else (other than the field itself) is not supposed to be used by the AI.
I read about a lot of different free solutions for dynamic navigation but it looks like none of them actually gives me what i need, wich is in fact somehow simple: Tag free spots as navigation points and let the ai do its job (i do keep track of what is free and what is being used, so i can actually update the objects state to match the reality of the game, as possible navigation point or not).
Since im somehow new to this thing, i also read a lot of questions like this one but it looks different since im not using a pre-made game terrain and i can be mistaken about tools not being able to do this (the ones i read about at least), if so, please point me out a tool and i can run some tests on it. Also, any further description needed please just ask and i will be happy to provide more information.
Thanks in advance