|Attention||Topic was automatically imported from the old Question2Answer platform.|
|Asked By||Ignacio Freire|
First time posting here so if something is out of place please let me know so I can fix the post.
To my question, I have been stuck here for quite a bit and have posponed it but it’s time to do it.
I have an isometric 2D 37x37 tilemap and am using Astar to get all the tiles and obstacles. Keep in mind this is for a kind of tower defense game where you can build on the whole map to create a maze so the map gets updated every round.
Right now the cells only get connected to their sides (top, right, bottom, left) but not diagonally.
The current path is this:
Whis is almost ok but I wanted the mobs to walk diagonally so I also added the connection with the diagonal tiles but unfortunately it wasn’t as I expected. It turned into the following:
When I want to get the path like this one:
So I was wondering if there is an easier way than checking each adjacent (including diagonally) tile for an obstacle before connecting all the cells as I think it’s quite underperforming.