Why don't you use the good old grid + A* pathfinding?
It is a pretty simple approach, limit the amount of paths calculated and you should have an OK FPS rate.
If you need better approachs you will have to look for a better graph representation for A* than a grid.
I suggest reading:
http://theory.stanford.edu/~amitp/GameProgramming/ (A LOT of information on A*)
http://theory.stanford.edu/~amitp/GameProgramming/MapRepresentations.html (Map representation only)
i'm not that good to make grid movement smooth . i compare AOE to starcraft, i think both use grid map, but starcraft has micro skill, AOE not. smooth unit movement is important for micro.
Alright so you have three major steps to use navmeshes.
i searched and found people talking about navigation mesh, but i don't understand why there are so many nodes that doesn't belong to any obstacle. i think a shortest path never travel through them. why are they there?