Quote: "The developers want an easier solution for the implementation of this."
There is not an easy way to do so, I thought.
I remember years ago (1998) when I had done my firts steps using DivGame Studio (Hammer Tech) spanish company game maker. These guys starting with easy game maker system, unfortunatelly it was only MS-DOS based system, so whe XP comes, they gone.
They use collision map, in another words one is the map you see/edit, and another one (collision map) is the one engine use.
So engine generate collision map based in the may you has create, painting a red colored circle around the obstacles; so this mean the entity identity red areas as non walkable zones, and avoid them.
Lets say the point A is the node occupied by entity, and in this case the point B is the nearest obstacle from the entity, so the engine has to trace all the nodes between then, in order to find the shortest way betweem both point.
Is this node alreay visited?, if not then market it as visited.
Is this node market as obstacle? (inside red colored zone), if so, then ignore it. ( this only regard with DivGame studio)
If somebody want to know more about it, please take a look to
Dijkstra's algorithm explanation in Wikipedia, those guy explain it better than my poor english.
http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm
It can be use also like in old game system, I mean when player mouseclik over one point, and the entity start walking and go there, so in this case point A is the node occupied by the entity, and point B is the area you make mouseclick over.
3com
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