game dev community uses a* a lot - and optimizations show up in siggraph proceedings and game dev journal
- a On Dec 4, 2007 9:41 AM, Dave Rafkind <[EMAIL PROTECTED]> wrote: > A-Star (or "A*") is a nice algorithm also. Rusell and Norvig's "Artificial > Intelligence: A Modern Approach" is a good basic text. > > > > On Dec 4, 2007 12:28 AM, Brandon Martin-Anderson < [EMAIL PROTECTED]> wrote: > > The most accessible description of the Dijkstra algorithm I've ever read > is in "Data Structures and Algorithms in Java" (ISBN: 0-471-73884-0). I read > that thing cover-to-cover on a few particularly long bus rides when I was a > junior in high school. Good times. > > > > Other options are: pgrouting source code; scholar.google.com search for > "shortest path". > > > > -B > > > > > > > > > > > > On Dec 3, 2007 8:51 PM, David Fawcett < [EMAIL PROTECTED]> wrote: > > > > > > > > > > > > > > Can anyone suggest some good/favorite references for routing theory or > algorithms? > > > > > > Thanks, > > > > > > David. > > > > > > > > > _______________________________________________ > > > Geowanking mailing list > > > [email protected] > > > http://lists.burri.to/mailman/listinfo/geowanking > > > > > > > > > > > > _______________________________________________ > > Geowanking mailing list > > [email protected] > > http://lists.burri.to/mailman/listinfo/geowanking > > > > > > > _______________________________________________ > Geowanking mailing list > [email protected] > http://lists.burri.to/mailman/listinfo/geowanking > > _______________________________________________ Geowanking mailing list [email protected] http://lists.burri.to/mailman/listinfo/geowanking
