It was interesting.
I wrote 2 simple realisation of A* for edges.
First use simple approach g & h.
Second one use h *= 0.001. For thothe who familiar with A* this code line
force alg to search next branch closer to destination (not to the start
location).
Unfortunately  even if we use std::priority_queue as faster container it is
still very slow on sphere div6+.
I guess the native XSI pathfinde alg for components is a multithreaded.
I don't have threading code experience yet so here is a A* realisation for
edges:
https://www.dropbox.com/s/8j4p52fo0saiz2s/A.cpp
https://www.dropbox.com/s/tqy610cy6hvphao/A.h
If someone have a time to make it threaded or suggest something - feel free.
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