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

MetricA*StrataNav
100-agent game tick111.7ms7.06ms
Replanning costFull re-search per agentNear-zero (field lookup)
Multi-agent handlingPer-agent collision avoidanceCoordinated field movement
Frame budget impactHigh (runs in-engine)Zero (runs server-side)
Goal change costRecompute from scratchInstant query update
Engine dependencyTightly coupledHTTP JSON — any engine

The Architectural Difference

A* — Computation Model

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
StrataNav — Infrastructure Model

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.

See It On Your Maps

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