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lucky6969b

Is astar the most appropriate for pathfinding

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A* is just [i]one[/i] of many algorithms and methods than can achieve pathfinding. It depends on what you're really trying to achieve. Do you care about processing speed? How well it works? etc.

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It depends on how busy your levels are. If you are making a flight simulator, avoiding other aircraft can easily be done with steering behaviors. If your level looks more like a maze, you'll probably need a graph search algorithm like A*.

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I can draw you all sorts of situations where flow fields break down. The most common one being a "C-shaped" obstacle of some sort. How do you devise a flow field that allows for reaching goals both in the "C" and on the back side of the "C"? You are either going to have a flow that allows movement to the interior of the "C" or you are going to force things to flow [i]around [/i]it as if it was an "O" instead.

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It really depends on what you're really trying to achieve.
Avoiding other aircraft can easily be done with steering behaviors.[img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img]

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