Pretty straightfoward, the subject says it all. I´d like to know how the A* pathfinding algorithm used in Gears of War tactics work. I am assuming they use some sort of A* algorithm since this is usually the way to go in terms of pathfinding in tactics games. Despite the fact that I know how an A* algorithm usually works, I am not sure how it does in this case. I think it has something to do with the nodes attached to every single object in the level (I call ¨nodes¨ to every single place in the level in which a character can take cover, that is, a wall, a box, a car, etc). Could any of you guys shed some ligh on the implementation details to achieve exactly the same effect as in Gears Tactics? I´d appreciate it, thanks.