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Raycasting instead of A* based Pathfinding and Collision?


madmuffin
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I want to clone what this Russian guy achieved for my game exactly but the programmer says that its not physically possible to do anything other than A* based grid movement. It's incredibly frustrating because I've seen Atari games where entities on screen can pathfind around without the need of a grid but still colliding with each other and respecting collisions with the grid, and he hasn't been able to explain to me what's so hard about pathfinding that isn't A* based because I've seen a thousand games that do it before us no problem at all. 

Like, how do you program pathfinding and collision like THIS?

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