okay, it really really is "pathfinding" (no "c" in it). i don't mean to come across as pinickity or anything, but i did just mention it.

and no, i don't mean specifically A*. the AUM option i mentioned is not A* and is really really quick (there's an example with dozens and dozens, if not hundreds, of units doing the pathfinding) but static. the other option i mentioned is to ask in the AI forum.

but now that you mention A*...

the A* algorithm is an algorithm, not a standard C++ program that can get converted to other languages. the best way to do it is read about the algorithm and write your own Lite-C version. your 'empty pointer' problem is not Lite-C's fault, nor is it A*'s fault.

A* may be faster than you think if you can resolve the world into a fairly low-resolution grid, which shouldn't be too hard in an RTS. also the path only has to be recaluclated every time you tell a unit to go somewhere (since they don't make many decisions for themselves) or perhaps also when a building is constructed in the path. if each unit has a way of remembering their path and not recalculating unnecessarily, A* in an RTS with hundreds of units should be no slower than A* in an FPS with no more than a few enemies at a time.

i hope those ideas help,

julz


Formerly known as JulzMighty.
I made KarBOOM!