On Sun, 1 Feb 2009 13:47:04 +0100, Luca <luca...@gmail.com> wrote: > Hi all. > > I'm writing a game where I need to give to enemies a strong AI. This > will lead me to obtain a path finding algoritm to reach target > location. > > All example I can find on the web are related to games based on tiles. > Anybody has experience on this problem and can help me, or point me to > a good documentation somewhere?
Yes, looking at that recent thread would be a good idea. As was noted there, A* isn't dependent on tiles. With a smooth, tileless map for instance, you could instead sample points N distance units apart. Or you could treat the map as a set of nodes that has little or no relation to normal geography; eg. a network of hyperspace routes in a sci-fi game. The algorithm should work in exactly the same way.