A* Pathfinding implementation for Blitz3D
- Very fast! (uses Binary Heaps to sort nodes)
- Allow asyncronous calculation (path can be calculated in multiple iterations)
- Work with all kinds of map representation (grids, waypoints, navmesh)
- Allow customization of heuristic function (default: euclidian distance)
- Allow customization of terrain function (default: always zero)
b3d-binary-heaps (already included)