I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.
I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are freely placed (not snapped to grid), rotated and scaled, which means that using a grid based A* is going to be a little complicated.
For example, how would I know a grid tile contains a collidable object? Lets say that object is actually located on the tile next to this, but is rotated and scaled such that it is still blocking the way?
I could check for the middle pixel of the grid tile to see if it contains any of the nearby objects color data, but it still wouldn't be all that accurate and occasionally enemies could get stuck in between objects.
Thanks a lot in advance! I have been trying to get my head around it for some time now.