Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding?
I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this:
A) Move towards enemy until success or hitting a wall
B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A)
But I'd like to know, if someone knows :-)
[edit] As explained to Byte56, I'm searching for a low cpu/mem/mem-bandwidth algo and wanted to know if Warcraft had some special secrets to deliver (never seen that kind of pathfinding elsewhere), I hope that that is more concordant with the stackexchange rules.
A
, ask how you can doA
. You're bound to get better answers and it wouldn't be off topic (like this question is). – House Sep 14 '12 at 17:26