I'm generating 3d landscapes using simplex noise, the generation is delegated to several threads so I can generate big or even infinite worlds.
I want to add some enemies to my world, so I need to implement some kind of pathfinding.
From what I can tell, Godot's navmesh system cannot be used in my case because my terrain is generated at runtime.
I have looked at this question: https://godotengine.org/qa/48732/bake-navmesh-during-runtime, but I have not been able to get anything functional.
I have also tried to implement A*, but I am struggling to write the logic to link the correct nodes together - my terrain is generated in chunks so I need to make sure all the chunks are linked together along the edges (I've been stuck here for some time)
Are there any other methods you think I could try? Or do you think it would be better to implement some kind of bug algorithm for my enemies and use something like raycasting to detect objects?