How to smooth and spread A* paths for an RTS
I just got into the weeds of this for a hobby game I'm working on.<p>What I've learned is that A* is largely deprecated these days. Modern games mostly use "navigation meshes" for "any angle" pathfinding to address what is otherwise an np complete problem. The idea is that you generate a set of vertices across your terrain and compute the path from there.<p>One of the current leading experts in this is Daniel Harabor. His papers are brilliant<p><a href="http://harabor.net/data/presentations/gdc2019.pdf" rel="nofollow">http://harabor.net/data/presentations/gdc2019.pdf</a><p><a href="https://harabor.net/daniel/index.php/pathfinding/" rel="nofollow">https://harabor.net/daniel/index.php/pathfinding/</a>