I would like to know what is the best way to implement collision avoidance and eventually pathfinding in a LibGDX 2D top view game. Think of "Binding of Isaac".
I use a sort of tilemap to place the obstacles (squares), taken from an ASCII map, but I'd prefer to keep the movements free from it. (Enemies shouldn't move from tile to tile but freely)
Since the target is mobile I can't use heavy algorithms.
I'm not particularly concearned about enemies getting stuck on weird shapes (such as 'U') since it kind of makes sense (they are white globules, not particularly smart :P) but I still want them to be a challenge.
I've taken into consideration Steering Behaviors and the LibGDX-AI framework but I can't find good documentation, I can aswell code it by myself in case.
ANOTHER QUESTION Just to know, which kind of algorithm is used in the Binding of Isaac? It perfectly suits my needs
For example, is raycasting better than a navigation mesh? Creating the navmesh can be expensive but since all my obstacles are squares and I have an ASCII map maybe I can make it way easier. Also, is it better to check the collision on the "rendered map" using rays or check the ASCII one?
– Fiochkij Jun 28 '15 at 13:21