Aron Granbergs A* is free for non commercial and costs a nothing of $100 for commercial projects so really nothing to worry.
You will pay more for the servers to host an ORPG / MORG, very likely already more per month unless you only get 20 players ie nothing in the range of MORPG at all
If you are after a free A* implementation you can use mine:
It is in ActionScript. Porting it to C# would likely take under an hour.
If you wanted to learn more about the algorithm than what is posted I suggest Wikipedia, or check out my latest book:
In the book I use the A* algorithm in a virtual world. But again, it is all ActionScript. The concepts are the same in C# or AS. But obviously the syntax is different.
Codeproject.com have at least several C# implementations of A* pathfinding that are available under free licenses (BSD/MIT etc). Plus more could be found on net - just use “XNA” while searching. And there is jobemakar etc implementation. If someone really need it - he will find code.
But that is a nice idea if someone would create a community port that is trully free to use. As for Granbergs A* fees, he don’t publicly post his price - and “please contact me for price” sounds for me like price very well dependent on the project his code will be used, and could cost way more then a hundred $.
A* price is publically posted on the website, just read the rest of the block where he mentions the mail me for specific quotes etc
Its $100 per commercial project actually so more than just affordable as already the editor part of an A* takes you days to pull off yourself
Hey guys, nice to initialize this interesting discussion about different pathfinding implementations.
Just remember that A* pathfinding is an Unity3D integrated solution, which is a huge advantage for a unity project!
I really encourage you to test it : A* Pathfinding Project
thanks for this usefull tools, i am trying get to work on an uneven terrain, and mi player go throw the floor to find the point, how can i solve that?,