Original Post
Hi, I'm looking to create a path-finding system for a 2D RTS, where unit movement is not constrained to grids (i.e. units can fluidly move anywhere). What path-finding technique should I use to simulate this, while keeping in mind the possibility of having 200 units on the map at the same time? I've tried an A* implementation using rectangular grids, but the problem with that is that A* does not give you the most optimum path. This link better illustrates what I mean: http://img300.imageshack.us/img300/8596/astarexample2.png (pardon, but I'm not sure how to post URLs in this forum) Thanks in advance. - dadads -