View attachment 902
Got a prototype for the new routing algorithm! Since we need to move to respecting objects having fine tuned rectangular collision bounds, we're going to switch routing algorithm to a combination of A* and a rectangular cover algorithm to keep it (sort of) fast while allowing incredibly fine positioning and sizing of rectangles. Definitely much faster than creating and travarsing through a map 16x as large.
https://dl.dropboxusercontent.com/u/12239448/TSORouting/index.html
(Click to place destination, mouse to move start)
You'll notice that some of these routes aren't exactly optimal, but making that happen would require yet another A* pathfind through all possible integer points which the rectangles intersect, as there's not really any easy way to calculate the optimal route through a series of lines.
When this is implemented, keep in mind that I also have in mind some ways we can have sims colliding with each other and "intelligently" routing around when possible. If not, we can just shove them back until there's enough space to get by. With hilarious routing events like this, you'll definitely be sure that you're playing some version of The Sims™.