So as the title says, I’m working on a 2D tile based game. The players, AI, everything is completely locked to the grid; so the AI don’t cut corners, only move in 4 directions, etc. Got the AI movement down great using AILerp. Now I’m working on some sort of local avoidance for the AI not running/going through each other. In the documentation, it says local avoidance cannot be used with AILerp because this class is meant to follow the grid exactly, which is what I want. So I tried using dynamic grid obstacles to just update that portion of the graph as the AI move; however, since the AI are also pathfinding, they will either “jump” over the current spot in the graph that was just cut out, teleport with some settings, or if I calculate a new path before they get to the newly cut out waypoint slots, they will double back.
I could see this approach working if agents could ignore their own dynamic obstacles somehow. Any recommendations for how to go about this? Attached a picture of the game at the moment for reference.