Path: chuka.playstation.co.uk!news From: Steve Parnell Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: A* Date: Tue, 08 Dec 1998 12:55:03 +0000 Organization: EIMC Lines: 28 Message-ID: <366D21A7.24AC27F1@Bradford.ac.uk> References: <74erin$4np4@chuka.playstation.co.uk> NNTP-Posting-Host: BOO-BOO.eimc.brad.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (WinNT; I) X-Accept-Language: en Hi John, I think I know where this is coming from (a shared supervisor with serious superiority complex by any chance?) so feel duty bound to try and help, even though I don't know much about A* myself. So anyway if you haven't already found these, this page may be helpful: http://www.cris.com/~swoodcoc/software.html as might this code: http://www-cs-students.stanford.edu/~amitp/articles/spath.zip (written for PC, but the A* bit seems to be generic) Let me know how you're getting on with it.... Steev John Whitmore wrote: > Hi, > any one out there attempted to implement the A* path finding algorithm > (or similar process) with any of their Yaroze games? If so any help would > be greatly appreciate as tomorrow I am going to be embarking into its scary > complexities and haven't really got clue where to start. I understand the > principles behind it just not how to actually do it!! The age old dilemma! > > Any way, Cheers in advance, > John > > ~jwhitmor