A* can traverse 16km of 10m terrain data (real stuff like Idaho) in less

than 2 one hundredths of a second on a 3.0Ghz system even with doing post

processing to clean up the path (A* doesn't like large distances

apparently). After solving the problem I found a similar (probably faster)

solution in Game Programming Gems.

It's a very fast algorithm if you have a more advanced knowledge of linked

lists.

Ben Kucenski

www.icarusindie.com
"ThanhVu Nguyen" <ng************@yahoo.com> wrote in message

news:u7********************@comcast.com...

Hi all,

I need recommendation for a very fast shortest path algorithm. The

edges are all directed, positive weights. Dijkstra shortest path will

solve it just fine but the if the graph is not parse then it takes about

O(N^2) where N is the # of vertices, too much for large graphs.

Furthermore, I don't need to know the all the path from a start point to

every other single vertex as Dijkstra would provide. Just the shortest

path from a start point to a defined end point.

What other algorithms I can use ? Thanks in advance,