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.
Oh, yeah: another thing to consider is that your pathfinding algorithm doesn't have to be based strictly on movement costs. In a wargame, for instance, a weak unit might want to assign a high cost to any areas that are near visible enemies. In a stealth game, a unit should favor dark terrain when sneaking. It's also possible to divide a map into invisible (to the player) waypoints. FPS games like "Unreal Tournament" seem to use these to guide characters between map regions. If you want a thorough discussion of pathfinding methods, including group behavior and alternatives to A*, you might check out this book: http://www.amazon.com/Game-Development-Essentials-Artificial-Intelligence/dp/1418038571/ref=sr_1_5?ie=UTF8&s=books&qid=1233539185&sr=1-5