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3D A* pathfinding

Started by thonyblue Jan 19, 2005 at 12:06 PM 4 replies 550+ views
Original Post
thonyblue
thonyblue
i am now using A* algorithm to find a shortest path in a 3D terrain. but what i found is the path generated is not such match the realistic issue in 3D world. i mean the path may be located at high cost region (eg. hill). is there any suggestion for me to solve this problem?? thanx!
intrest86
intrest86
Assuming your terrain does not have any overhangs or caves or such, this should be the exact same problem as normal 2D A*. Have you had success using your current algorythm with the normal 2D path finding case?

Remember that the slope of the ground should be factored into the cost.
Turring Machines are better than C++ any day ^_~
Raghar
Raghar
If cost of path uphill is higher that downhill, you can't use A*.
JimPrice
JimPrice
Sorry - that was me (wasn't sure if I was staying for long).

Jim.

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