I've recently had the pleasure of debugging a friends A* pathfinder routine, and decided to write a tutorial on the subject.
For those that don't know A* is able to find the shortest path between two points avoiding objects in the way.
Which can be located : http://RealmDesigns.Russki.net/?command=tutor&t=3
It is broken down into easy to follow steps, so its relatively painless to follow.
It also covers some of the common pitfalls that will be encountered and performance problems like how to deal with heuristic failure (which is why I've posted it in this forum - moderator shoot me if I'm wrong!)
There is no code, so Cut & Paste Queens
will be disappointed..
Anyone implementing it in a real-time enironment is going to have to work on their optimization in order to get lots of objects moving!
I'd certainly like to hear from peoples experience!!
Data structure is definately the key, in order to eliminate the sort per move.
All the best.
Tutorial 2 (Garbage Collection, and how to avoid it) keeps getting bigger and bigger so it isn't finished (probably wont for some time).
But it should at least be interesting!