I have set up a tile based node system which is used for my a* path finding algorithm which was designed for objects 1 tile or smaller in size. But the problem i’m having is that some nodes are close to walls and large objects bigger then 1 tile get stuck how can i fix this?
One way you could do it is to have a check for clearance when a big object goes through the A* flooding algorithm to find valid paths and exclude anything that would get it stuck.
I have lots of objects already using a* which slow down the game now and adding checks for close objects would slow down the game A LOT.
You’re going to have to check for close objects somehow, but you could also just make a larger grid for your larger objects. It gives you more overhead but at least it keeps the proximity checks down in your algorithm.