It is doable, but the complexity is behind a simple post here on this
group.

You'd want to use your own custom water map internally (I'd simplify
the world into say a 256x256 grid where each pixel is water or land.
You'd probably also want to consider each main body of water as a
'room' with exits which are main waterways-- i.e. the Panama canal
would be an exit from the Atlantic to the Pacific, and the
Mediterranean Sea would have two 'exits', one on the west, and the
Suez canal on the east)

Then you'd apply the A* search algorithm. Lots of good info to get you
started here: http://en.wikipedia.org/wiki/A*

If you were looking for a programmer for this project, I have an
acquaintance with some experience at A* pathfinding from the game
industry. Let me know and I'll get you in contact with him.

-Mike Ethetton
http://mastertoolworks.com
http://mappingcenter.org



On Aug 13, 2:08 am, Kocki <[email protected]> wrote:
> Hi,
>
> How to make route over the seas?
> Initate conditions are:
> 1. Start and end (also through) point are on wather (marine, port
> etc.)
> 2. All points have sea way possible.
> 3. Don't need knowledge about technical nautical possibilites (as sea
> depth).
> 4. We want connect points of the way with lines placed on seas/oceans,
> by the shortest approximate ways, only need is don't place it on land,
> the whole line must be placed on wather.
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