Quote Originally Posted by phibermon View Post
For example instead of storing entire paths between points - you could just store the distance travelled by an entity between those two points - then when pathing to that point - compare the linear distance to the distance travelled and if it's greater than you know that there's obstacles between the start and end points.
That reminds me of heuristic path-finding algorithms where you store known traveling distances between different neighboring key/pivot points on tem map.