I've just implemented A* in my "game", but as I finished it this came to my mind:
- This is fine for a turn based game, but it would be really annoying for a real-time one.
For example look at the picture below.
In an action rpg the character would move to its goal in a straight line, but this is impossible here because the tiles are too big to make a that straight line.
So my question is:
How do they solve this in action games?
(I don't think that they have miniature tiles because that's too inefficient. But maybe I'm wrong.)
Edit:
Or should I remove those tiles from path, which aren't necessary?
- So there will be a only a few points left, which are connected by straight lines?
Like this: go through the path from the Start.
When I find a
X. tilewhich can't be accessed with a straight line from start:Remove every tile from the path between
Startand(X - 1). tile.Repeat this from the
X. tile, till I find theEnd.Interpolate through straight lines between the remaining points.


