Hm, I mostly rewrote the code for generating the nav map, but it still takes 5 or 6 seconds to generate for a complex level. It’s entirely possible there’s something I missed. I know I said I would work on the pathfinding algorithm itself today, but I realized there were a bunch of circumstances where my planned pathfinding wouldn’t work, mostly on stuff directly above and below.
So, now the code checks to see whether it’s at the edge of a platform or not. If it isn’t, and it’s not using fall-through platforms, it ignores tiles underneath itself as unreachable, and the same for non-edge tiles on platforms that are above it. I think this is probably the final form of the nav map, the question being primarily how to use that map and whether I can generate it more efficiently than 6 seconds.