This question already has an answer here:
A* and Dijkstra's pathfinding algorithms work by navigating a node map. In a tile-based 2D environment, these nodes could easily be inferred to be the literal
x,y positions of the map.
For example, the agent is at
(0,0), an obstacle is at
(0,1), and the agent wants to go to
However, in a 2D environment where locations are represented using floating point variables
float x, float y, agents and obstacles can exist between the traditional style nodes
How do you create a node map from such an environment?