I tried to implement simple pathfinding into my game, using A* algorithm. The map is a simple 2D map with the classic open/closed-nodes mechanic. But my implementation of A* takes about one second to get a path on a 32x32 grid, which is, of corse, already much too slow. When applied on a larger grid, there is no way of using it.
So, my question is how to approach this. Did I mess up with the implementation, or do I have to have some kind of subdivision (movementmesh etc) for my grid to use A* effectively? At the moment, my map has 1024x1024 vertices in it.
Thanks in advance!