Considering the image above with tiles split into 32x32 boxes, I have an entity which is marked to 'aggro' nearby players that come close to it. I'd like this monster to ideally chase the player (and continue to chase the player for a while). Currently, my only movement is done my a simple interpolator for remote entities and this works because the gaps between movement updates are rather small.
I can't successfully just tell the client that the monster wants to move to the position he/she is at, as that will cause the entity move much faster than it should (this can probably be solved with using some math for the interpolation co-efficent) but more importantly it does not look realistic and may clip walls! I don't want to simulate the entire movement on the server if it can be avoided... although I guess I could but that still wouldn't solve the clipping issue. I suspect the solution involves some path-finding and sending the client periodic node updates and letting them simulate the movement but I'm unsure.