if i were you, i would forget that idea _very_ quick - because its really worse
It may be a bit CPU intensive (I wouldn't know until I tried it myself), but who cares if it is an RTS game?
you dont seem to know rts-games, do you? the ai, pathfinding and all other stuff require cpu, rts games can be very cpu-intensive, thats why you have to code as good as possible.
and creating/deleting nodes on the fly is
a. too slow
b. will result in lags
c. fragment memory
Edit: BTW ... what's the problem with heightmaps in Irrlicht?
I mean as you change perspective - as you go further or closer, there are some variations in the image - polys start dissappearing and appearing (i mean 2 polys morph in one, etc )
this is no problem, its called geomipmaps. the farther away you are with the camera, the less polys will be rendered because they are clipped. to turn that feature off, see the overrideLODDistance method in the irrlicht api documentation.
I've found in my years of programming that I am always surprised with how much code I can run in a loop and still have the program give me good frame rates.
well, define "good frame rates". it all depends on the game you´re working on, and in the case of rts, your fps can drop very quickly.
Loading a heightmap is sure easier than creating a tile based map.
But is it also easy to handle, when moving objects on the map, using pathfinding, ... and so on?
for pathfinding, you dont have to create a "real" grid, you can also use a "virtual" one and just set your nodes to the virtual grid position. i mean the grid doesn´t have to be graphically.
you can either try the methods i mentioned before, or you reduce the number of tiles (which is very high btw). pathfinding with 256x256 tiles can be very very slow.
try to use less tiles and bigger ones for the graphics, and use a virtual grid for pathfinding, which has even less tiles.
you wont really notice it, cause the pathfinding doesn´t have to be pixel-perfect.
oh, btw:
And is it possible to use different textures in some areas?
E.g. for having paths, different ground for the area around the players base.
this is possible with a colormap + detailmap. basically, you create your terrain texture with all your tiles, and then apply a detailmap to make it look good. if you make a good detailmap, it will look very high-res and you wont see any tiling/seams.
you should experiment around a bit
see you!