Devlog #14 (Chapter Enemy AI):
I've sped up the pathfinding x5 by optimizing datastructures, precomputing some data and multithreading the whole thing. Now my computer runs at 500fps+ with 40 agents all doing single target pathfinding. So I think that will be good enough for our game, since we still need to implement group based pathfinding and that will be faster. I also had to spend some days correcting another problem with the navmesh, but thankfully that problem is fixed now.
In the video, you can see a demo of 80 agents dynamically following the player. It is early stage, since the path and movement still need to be adjusted, but it already looks kind of fun!