Pathfinding API for Games and Real-Time Systems
StrataNav is a server-side pathfinding API that replaces per-agent A* computation with persistent navigation fields. No SDK. No plugins. No frame cost.
What This API Does
StrataNav turns pathfinding into infrastructure. Instead of computing paths for every agent every frame, you precompute a navigation field once and query it forever.
Workflow
1. Upload your grid as JSON
2. StrataNav generates a navigation field
3. Query paths via HTTP — single, batch, or multi-agent
4. Replan instantly without recomputation
Why Use a Pathfinding API?
Traditional navigation systems run inside your engine — consuming CPU, scaling poorly, and locking you to one platform. StrataNav runs outside your engine:
Your Engine → HTTP Request → StrataNav → Path Response → Your Engine
Your frame budget stays untouched. Your engine choice stays yours.
Works With Any Engine
Unity. Unreal. Godot. Custom engines. Any language that speaks HTTP can use StrataNav. No C++ bindings. No platform-specific SDKs. No vendor lock-in.
Performance
| Metric | Result |
|---|---|
| Game tick speedup (100 agents) | 15× faster than A* |
| Replanning speedup (query-only) | 13× faster |
| Batch pathfinding (50 queries) | 2× faster |
| Path success rate | 100% |
| Path quality vs A* optimal | ~1.28× cost (near-optimal) |
Built for Real-Time Systems
StrataNav is designed for applications where pathfinding performance directly impacts user experience:
→ RTS games with hundreds of units
→ Tower defense with continuous waves
→ MOBAs with dynamic engagements
→ Open-world games with AI-driven NPCs
→ Crowd simulation and warehouse robotics
→ Autonomous system testing environments
When You Need This
You should evaluate StrataNav if pathfinding dominates your CPU profile, agent count is artificially capped, replanning causes frame spikes, or you are spending engineering time optimizing A* instead of building gameplay.