Quote Originally Posted by Firlefanz
Hi!

I am just trying to add your AStar unit to my current 3D game project 'The Innominate'.

Thanks for your class and sample!

I'll sure get back here as soon as I run into first problems.

I understand this is done with a list of TPoints from the Start to the End, right?

I want to use this for 3D. So is there the possibility to really only store the next point I need without a block between it so I can always use the shortest way between the points? Understandable? Right now it only works in 45¬?, would be cool if it would work in 3D with shortest distance (and free angle) between the waypoint...

P.S.: Some problems with the sample:
So Astar.Grid stores the grid where I can set my blocks, right?
Astar.Grid[x,y]=0 means no block, Astar.Grid[x,y]=-1 means block right? What happens if I set 255 f.E.?
Astar.Path(i) is the next waypoint? Can I delete it after I reached it to get access to the next waypoint or what is the best way to step through them?

Firle
well, you can use any type of structures you want, in the callback, you will be asked to do your own processing and tell pathfinder if the area is accesible from previous point. it works with 90¬? and 45¬? angles, just pass it right parameter.