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.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.One of the current leading experts in this is Daniel Harabor. His papers are brillianthttp://harabor.net/data/presentations/gdc2019.pdfhttps://harabor.net/daniel/index.php/pathfinding/