I'm developing a real time, tile-based RTS. This is an example map:
This map consists of 4 regions with 256 tiles each. Blue tiles represent obstacles. Units can move in the standard eight directions. Units are bound to tiles; one tile can hold one unit.
These are some examples of the ideal paths I'm looking for. Typical A* stuff:
My question is: Is a navigation mesh applicable to a tile-based RTS? I've only seen navigation maps used in games where units are free-moving and not bound to a grid of tiles. What would the navigation mesh look like on this particular map? An example image would be excellent.