I came across this fascinating video on a pathfinding term I had never heard of before, flow field pathfinding, the more I'm looking at it and it seems to be exactly the sort of thing that will fit very well with my RTS project especially given the I plan on having waves of enemies spawning in. Is there a way to put this into the pathfinding of Godot 4? Or would it be something I'd need to code custom inevitably having to learn some algorithms?

Lethn changed the title to Flow field pathfinding? Godot 4 implementation possible? .

Hi,
i wrote an add-on for vector-field-navigation. This doesnt support those sophisticated grouping mechanisms but it shows that those alternative pathfinding algorythms are totaly possible.
But you have too write it your own or hope that someone else release something like it if you cant do it by yourself.

Here is my implementation
https://github.com/D2klaas/Godot-4-VectorFieldNavigation

The easiest thing I can think of is implementing grouped formations that calculate automatically with every click, which would actually be the most straightforward way of dealing with this problem rather than having them bunch up and I already roughly know how I'd do that. I'm kind of mixed about how much time I should be spending on it because as long as it works cleanly I know most gamers won't have a problem with it.