its only little time left for submiting deadline but i want to share quickly my ideas with you about AI module and i can work for a proposal. I red some discussions about this on the mailing list. Here is my opinion. A* algorithm is not a very hard thing to write. Porting it from C may make it faster but i think main question here how to make it more usable. It should be used with minimal effort. Finding shortest way is not as good as finding shortest way in shortest time but algorithm or code can be healed, changed in future but usage must be same and good. I plan to write a astar pathfinding module that is practical to use. something like first registering sprites or rects to module(rect objects have coordinates and size ). Rect objects are general with all games and this is better than creating a matrix or scanning a surface for colorkeys. pathfinder.register( user.rect ) pathfinder.register( enemy.rect ) pathfinder.register( house.rect )
and any time using some function like this pathfinder.findway (start=user.rect,dest=house.rect) and it can return a result like node points of shortest path like ( (12,32), (12,300), (400,300) ) that each node consist of x and y