GMWolf
aka fel666
A* and Dijkstra is about as good as it gets.Or, you could take on the challenge and get past the barriers like the ones that are determined. A* is not the only kind of pathfinding. Think outside the box, what do you have on your arsenal and what do you need.
I had the exact same problem: my pathfinding algorithm would cause the game to hang everytime it was called. It was manageable under YYC, but ridiculously slow with the runner.
The solutuso is to reduce the number of nodes.
One nice system is to use quad trees rather than a grid.
If you split your nodes and edges, it should be a simple thing to implement.