Pathfinding Around Walls

I was wondering if there was any way to add some sort of “AI Pathfinding” into a project of mine.
The problem is, I don’t know how to get it to walk past obstacles. I have already figured out how it should move to the specified target.

depends on what type of collision system you plan on implementing, if your using tile based collision you could use an A* finding path and then put some randomness into the enemies movements to produce variations so they all don’t come from the same direction…

however if you are looking for a more simple solution if you are using collide you can check if the velocity of the enemy is 0, then if you have a collider group setup with all the collisions you can run a check on what object it is currently colliding with. with that you can get all the properties of the collision (x, y, width, height) etc and then use the information to path the enemies around it

How exactly would I calculate the path it needs to go with said info?

well it’s more so partial generation… if you want to call it that
createGroup path will be created for obstacles
then you can iterate through it with a for loop
and you’ll be able to tell what it’s colliding with and queue up a path for it to go around and continue chasing the player
you can do that with an array or vector chart (of course that also means you’d have to create a pathing system which is a bit of a pain) it moreso just assigning a different behavior for when it collides into something nothing too complex because anything computationally expensive will not work well on CDO nor for multiple enemies