A graph, as in one from graph theory: http://en.wikipedia.org/wiki/Graph_theory
On Tue, Jan 27, 2009 at 12:12 PM, Yanom Mobis <ya...@rocketmail.com> wrote: > Complex distance evaluation isn't necessary, but the sprite never getting > stuck is. > > --- On Mon, 1/26/09, Joe Strout <j...@strout.net> wrote: > > From: Joe Strout <j...@strout.net> > Subject: Re: [pygame] Pathfinding > To: pygame-users@seul.org > Date: Monday, January 26, 2009, 6:11 PM > > Yanom Mobis wrote: > >> it seems to me that A* only works on tile-based games. >> What if my game isn't tile-based? > > I'm not sure you think that. A* (or any other pathfinding algorithm) will > work for any search tree. You do need some sort of heuristic, though, that > estimates how far any given position is from the goal. That's usually pretty > easy though if "position" really corresponds in some way to a position in > space -- just use the Euclidian distance to the goal as your heuristic. > > Best, > - Joe > > > >