A* Pathfinding Breaks at Scale.
This Replaces It.
A* was never designed for real-time, multi-agent systems. It works — until it doesn't. StrataNav replaces per-agent pathfinding with field-based navigation infrastructure.
The Numbers
| Metric | A* | StrataNav |
|---|---|---|
| 100-agent game tick | 111.7ms | 7.06ms |
| Replanning cost | Full re-search per agent | Near-zero (field lookup) |
| Multi-agent handling | Per-agent collision avoidance | Coordinated field movement |
| Frame budget impact | High (runs in-engine) | Zero (runs server-side) |
| Goal change cost | Recompute from scratch | Instant query update |
| Engine dependency | Tightly coupled | HTTP JSON — any engine |
The Architectural Difference
Per-Agent, Per-Tick, Disposable
Pathfinding is per agent, recomputed every time goals or environments change. Cost scales linearly (or worse) with agent count. Runs inside the game engine, consuming frame budget.
each agent: compute path → expensive goal changes → recompute obstacle moves → recompute repeat every tick
Precompute Once, Query Forever
Navigation is precomputed as a persistent field. All agents query the same structure. Goal changes require no recomputation. Runs server-side — zero frame budget consumed.
precompute field → once agent 1: query → microseconds agent 2: query → microseconds agent N: query → microseconds goal changes → just query again
When You Should Move Beyond A*
If you are doing any of the following, you are already at the architectural limit:
- Optimizing A* heuristics to squeeze out milliseconds
- Batching A* queries to reduce per-frame cost
- Capping agent count to stay within frame budget
- Spending engineering time on pathfinding instead of gameplay
These are symptoms of an architectural limitation, not an algorithm problem. The fix is not better A* — it is replacing A* with infrastructure.