# Rudimentary pathfinding/collision detection

**URL:** <https://forum.kirupa.com/t/rudimentary-pathfinding-collision-detection/289885>\
**Category:** flash\
**Created:** [June 6, 2009, 5:10am UTC](https://forum.kirupa.com/t/rudimentary-pathfinding-collision-detection/289885 "2009-06-06T05:10:49Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Thurinus](https://avatars.discourse-cdn.com/v4/letter/t/db5fbb/32.png) [@Thurinus](https://forum.kirupa.com/u/Thurinus)\
**Post date:** [June 6, 2009, 5:10am UTC](https://forum.kirupa.com/t/rudimentary-pathfinding-collision-detection/289885/1 "2009-06-06T05:10:49Z")

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hey everyone,

I have a question regarding seemingly relatively simple collision detection and pathfinding. Thus far I’ve been doing pathfinding using the A\* algorithm and nodes, but I want to do something simpler for a current project.

Simply put, I just want a character to traverse directly from point A to point B, and pillar-hump around any obstacles he encounters. Of course, if the unfortunate character walks into a concave area, he would never be able to get out… that’s fine. Here’s an illustration of the initial setup, what A\* will do, and what I actually want to do:

![](http://forum.kirupa.com/uploads/kirupa/5445/aa4b83577b378597.jpg)

I was wondering if anyone here has ever done this, and if so, could suggest the best way to go about doing it?

Thanks for any suggestions folks!

Jay
