ID:2116435
 
So while trying to make my custom pathfinder independent from the turf grid byond uses I came up with a possible solution to find paths that will work with pixel movement!

So is it truly pixel precise? I mean does it consider every single pixel?? not quite..

Actually it works like byond native pathfinding the 2 key differences though that allow for pixel precise paths are:
*It does not use the byond turf grid so you can define the size as you seem fit even at the scale of 1 pixel! But wait that would be a terrible idea.. I mean having to consider so many nodes would be a cpu suicide, so below is what allows for such calculations.

*It processes the map to group it into larger chunks where there is nothing to block movement. So with this we have chunks of 1x1 pixel 2x2 up to however much you'd like! That way it remains cpu friendly.

Well gotta go back to coding my game, so if anyone is interested in this solution
or has tried it and failed before feel free to share your ideas.

Note:I haven't tested it so low as 1 pixel but have gotten 4x4 with minimum lag.