Flakky

Hi,

After some trouble I finally figured out A* and I'm using it for node based pathfinding. Currently I use Pythagoras for heuristic since Manhattan would not be practical unless I would be building cities in my games which all have the same shape. I've read that there is also the euclidean heuristic (and the squared variate) and I read something about tie-breaking.

I wonder what is the best heuristic for node based world which is applicable to any situation.

For optimization I thought of adding a cost to dead ends unless the target node specified is a dead end. In that case all non dead end nodes would have a cost. Does anyone here have another suggestion?

Thanks

After some trouble I finally figured out A* and I'm using it for node based pathfinding. Currently I use Pythagoras for heuristic since Manhattan would not be practical unless I would be building cities in my games which all have the same shape. I've read that there is also the euclidean heuristic (and the squared variate) and I read something about tie-breaking.

I wonder what is the best heuristic for node based world which is applicable to any situation.

For optimization I thought of adding a cost to dead ends unless the target node specified is a dead end. In that case all non dead end nodes would have a cost. Does anyone here have another suggestion?

Thanks