| it seems to me that A* only works on tile-based games. What if my game isn't tile-based?
 
 --- On Sun, 1/25/09, Noah Kantrowitz <noah@xxxxxxxxxxxxxx> wrote:
 
 From: Noah Kantrowitz <noah@xxxxxxxxxxxxxx>
 Subject: Re: [pygame] Pathfinding
 To: pygame-users@xxxxxxxx
 Date: Sunday, January 25, 2009, 9:20 PM
 
 
 1) People can, and do, get PhDs in pathfinding algorithms. A*  (pronounced a-star) is the most commonly used algorithm in games though.
 
 2) Alter the chain length score computation to reduce exploitation.
 
 --Noah
 
 On Jan 25, 2009, at 7:16 PM, Yanom Mobis wrote:
 
 > 1) How is pathfinding done?
 > 2) How do you prevent a moving sprite from being caught
 in a v-
 > shaped rut made of obstacles?  Like this:
 >               __
 > A          ->  # |      B
 >               __|
 >
 >
 > Where A and B are the points the sprite needs to travel,
 > # is the sprite,
 > -> is the direction the sprite is moving, and
 > _ and | are obstacles?
 >
 >
 >
 >
 
 
 |