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" <(E-Mail Removed)> wrote in message

news:(E-Mail Removed)...

> 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,