application of a* to dense terrains with dynamic goal node.

I’m considering implementing A* pathing for dense terrain. “dense” being defined as an 800×800 foot area with 1300 trees (1-2 foot diameter), 1300 fruit trees (2-4 ft diameter), and 1300 rocks (3-15 ft diameter) – placed at random. the large number of obstacles and random placement can result in large concave obstacles composed of many rocks and trees. needless to say, simple heuristics don’t do so well in these conditions.  how to code A* is not the issue. i’ve done that before. the question is how to best use it. the goal will usually be a target, a moving entity, whose location would change every update. if i use the existing collision maps for A*, which have a resolution of 1 foot, the goal node would change every time they…


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