Hi Marcus,

I believe that if I don't have a description than nobody has it. And
unfortunately I don't have any :(
I can give you some hints and ideas, but I never had time to make any
kind of scientific papers.

Shooting* is edge-based, so it goes from edge to edge while A* and
Dijkstra go vrom vertex to vertex. Thus you need a data structure
which keeps all adjacent edges for every edge of your graph. It can be
also done by making a line graph
(http://en.wikipedia.org/wiki/Line_graph) out your original road
network. And then you can assign an edge-to-edge passage cost (as a
special attribute of your adjacent edges structure or as a cost of the
line graph) which actually represents any kind of limitations or
penalties for going from one edge to another - such as turn
restrictions in a case of turns or any other kind of restrictions like
traffic lights. Having this you can use A* or any other shortest path
algorithm using edges as vertices.

So, that's an idea behind the Shooting*.

I am ready to help you with your implementation, so please contact me
if you need any help.

Anton.

On Mon, Mar 23, 2009 at 8:38 PM,  <marcus.wolsc...@googlemail.com> wrote:
>
>
> Hello,
>
> does anyone have a description of the ShootingStar routing-algorithm?
> It is implemented in pgRouting and can do tun-restrictions quite nicely
> but that is all I could figure out.
> I would like to implement it myself and see how it performs.
>
> Marcus
>
> _______________________________________________
> Routing mailing list
> Routing@openstreetmap.org
> http://lists.openstreetmap.org/listinfo/routing
>

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