Here's a tutorial of pathfinding with A*, specifically for PyGame: http://eli.thegreenplace.net/2009/01/09/writing-a-game-in-python-with-pygame-part-iii/
On Mon, Jan 26, 2009 at 19:01, Michael George <mdgeo...@cs.cornell.edu>wrote: > Marius Gedminas wrote: > >> My personal snag with A* is that the NPCs seem to know too much about >> the map and directly walk the most optimal path without exploration. >> >> >> > One possibility to solving this is to have the npc move as it's performing > the algorithm. i.e. as your search explores a path, the character walks > along that path. This could probably be implemented fairly cleverly by > using generators. You'd probably have to experiment with different > algorithms to find a more "realistic" approach - I suspect that A* would > involve lots of wandering since it assumes constant access time for all > known branches (whereas the character has to walk up and down the tree). > DFS would probably be more realistic. > > --Mike >