my reasoning is just that anything that is aware would respond in some way, even a car could try to shove another one aside.
[quote=“Coolthulhu, post:20, topic:13854”]
Pathing between buildings, trees, or other furniture is what makes multi-tile pathing hard, if you eliminate those, the remainder is easy.
Do you have some specific trick in mind?[/quote]
Yes, if the obstacles are few and far between, you don’t need A*, you just do a simple flood-fill until you find a path that works.
We don’t need to solve the momentum+turning navigation problem, just the width probem, monsters wouldn’t have to move like vehicles even if they use the vehicle implementation.
For that all you need is the enlarged-obstacle cache.