I am working on a 3d game on a terrain made of a regular grid of vertices and faces. Some faces should not be walkable because too steep, difficult terrain, underwater etc.
My only experience with pathfinding ai so far is within a voxel world where I used a kind of floodfill(??) approach: try every possible way until finding the destination by chance and remember how to get there as fast as possible. But my map now is pretty large and destinations may be very far, so I guess this would be too slow for a large number of AIs.
Any suggestions?