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.
------ Softimage Mailing List. To unsubscribe, send a mail to [email protected] with "unsubscribe" in the subject, and reply to confirm.

