I can compute an A* path, but I get only cardinal directions from that. A 45˚ path would look like "up 1 left 1 up 1 left 1 up 1 left 1..."
My specific question is, given a grid with a pathing solution involving non-90˚ paths, how do you figure out those paths?
I have curves working as described here: https://gamedev.stackexchange.com/a/121016/66189
but I just don't know how to combine it with areas that block the path. I've seen a little bit about "pulling the string", but very little detail.
Another issue I have is that A* will suggest that I immediately go "backwards" for the facing of my car or take way too sharp of a turn.
edit: How do I make sure I get the blue line, not the red line, which is unusable, even though A* loves it:
The issue I'm seeing here is that a block that isn't usable on the red path is usable for the blue path -- but A* would mark it as unusable or as having a very bad score when checking the red path.