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Basically, you'll want the zombies to all be added to the grid EXCEPT the one who is currently pathfinding, correct? That way, it won't consider itself an obstacle and get stuck in place. Update the grid using "with" and doing an ID check. The downside is that we have to clear the grid all the time to constantly update enemy positions, but in my example each ...


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Your problem is still open, in the sense there is so much research about optimizing pathfinding and reducing its time complexity (however there is much advancement if positions are constrained in euclidean space: so travelling cost is equal to distance), I don't know the details of your game, but I think you don't need to be 100% precise, if you have to ...


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I haven't worked through the full equations for this yet, but here's some visuals to help wrap our heads around the problem. It boils down to some geometry: (Car icons via Kenney) From any given starting point and orientation, we can draw two circles with our minimum turning radius - one on the left, one on the right. These describe the points on the ...


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This very much depends on the rest of your data model for the navigation. Ie. what data you have handy, what you can easily add data and how you consume it. Taking a similar scenario from a traffic system at water, and with the assumtion that you are in a game loop you have a node path system your cars behave like an autonomous objects that control ...


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This question on partial path-finding presents one solution - modify your path finding algorithm to remember the node visited that had the closest estimated distance to the target. Eventually, the path-finding will fail to get a route to the target (since it was unreachable), but you will have a path to the closest point encountered while it searched.



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