title: How to use the A* path finding algorithm on a grid less 2D plane?
body: <p>How can I implement the A* algorithm on a gridless 2D plane with no nodes or cells? I need the object to maneuver around a relatively high number of static and moving obstacles in the way of the goal.
  My current implementation is to create eight points around the object and treat them as the centers of imaginary adjacent squares that might be a potential position for the object. Then I calculate the heuristic function for each and select the best. The distances between the starting point and the movement point, and between the movement point and the goal I calculate the normal way with the Pythagorean theorem. The problem is that this way the object often ignores all obstacle and even more often gets stuck moving back and forth between two positions.
  I realize how silly mu question might seem, but any help is appreciated. </p>