Ukhata wrote:they just randomly choose a different direction if they bump into something.
sometimes meaning they bump 5 times into the same tree.
What you are talking about is when the animals are just roaming about, at which point they don't try to pathfind, but if you fight them they will use pathfinding to get to you around obstacles.
For the record, I don't necessarily
hate the thought of some level of pathfinding for players. The
main reason I haven't added any is that the current pathfinding algorithm is "too smart" for player use. I think it would just be annoying if you happen to click on the other side of something (just because you wanted to walk in that general direction) that introduces a more complex obstruction than you think, and the player thus starts walking in a completely different direction, having found a way around the obstacle five miles away. More generally, it shouldn't be that one could just click anywhere and the character tries to "intelligently" interpret the intention behind the click.
I think, thus, that what one actually wants for players isn't really "pathfinding". What one wants is just some way to not have to stick on the occasional odd corner or almost-tangential surface ("less friction", if you will), and I haven't really been able to think of any good formalization of what that would mean (not that I've spent tons of thought-cycles on the problem).