If I´ll take a 256 x 256 map, the largest possible, and add nodes (distance between nodes = 1) I would need an array size of 65536 oO. The limit on arrays is 8190 iirc, so yes its impossible. anyways I´ll had fun creating it. :)
Not a library, but a proof of concept for anyone interested in how to implement this algorithm in a SC2 map
What is A* (A-Star)?
It is a pathing algorithm used in SC:BW and many other games. To not just copy and paste walls of text here is a good introduction: A* Pathfinding for Beginners
How can this be useful?
I am trying to recreate the pathfinding system of the old game , where units prefered some terrain over others, like roads over desert. At the moment I can´t promise if it´ll work.
v1.2 I managed to recreate the found path. It is marked with the FeedbackImpact model.
v1.3 The found path is deliverd to the unit with waypoints. I made the waypoint model invisible, so its a little prettier.
v1.4 I added a "TriggerTookTooLong" protection. So more complex paths can be calculated. The drawback is that the trigger is more time-consuming.
v1.5 Roads now have priority over usual terrain.
v1.6 I´ll think this version is as close as it can get to the original pathfinding algorithm of Z. Only thing left to do is apply a speed buff, when a unit enters the road.
v1.7 Just polished the code and the map; including smart waypoints. There should be no more trigger errors, so hopefully the last version I uploaded.
until v.1.5 If the while loop in the "pathfinding" action is executed too long, calculating a more complex path, it can cause a "Execution took to long" error.