3d dynamic pathfinding

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As I said above,... learn A* because it is the same thing I'm using ...

In A* code, you have to select the quads that are not going to be taken into the calculations, those quads are the walls and so.
So the A* code then search the path within the rest of the nodes.

But, in my way, I do not select the walls, I just give the code a list of nodes that are always actives, and you don't need to check for "walls".
So the code then calculate the nodes F, G, and H the same way than in A* and then select the lowest F, and keep searching ...

Also, please if you found a nodes combinations where the demo crash, please post the txt info here so I can check it.

Paolo.