Really nice docu. Regarding A* sorry, but QTFPS is superior.<p><a href="https:&#x2F;&#x2F;github.com&#x2F;spring&#x2F;spring&#x2F;tree&#x2F;9bec15418279f1ecd87a5586d5f4ae44f8fee0ad&#x2F;rts&#x2F;Sim&#x2F;Path&#x2F;QTPFS" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;spring&#x2F;spring&#x2F;tree&#x2F;9bec15418279f1ecd87a55...</a><p>Always fascinating is the actual Edge-Case Handling (UnitsStuck). Setting Collission off and sending Units back shortest path can yield unexpected results there.