I keep running into dead ends trying to find a good pathfinding algorithm that will find the “Straightest/Safest” path not shortest between two points and know there might be some cool tunneling algo somewhere that might do what I am looking for.
Just seeing if anyone has any good resources for that.
Ideally some sort of algo that will take path width into consideration as well.
The other idea I was thinking of doing was taking my space that I want to navigate through and pre process it with additional weights for an A* process where it will try to avoid proximity to certain objects.
I know this is not BJS directly related, but is probably a useful game dev conversation.
There is a method that I was thinking of trying that is kinda just made up in my head, that is a combination of A* first to see if the path is even an option, then make some decisions with a “smart” tunneling node that might not take the lowest heuristic path but will try to use it as a guide instead.