This is a shortest path problem, the solution is very well documented ,
and its regularly applied in games , the most famous algorithm is the
A* ( a star ) , google for pathfinding and you will get a lot of
examples.

The other thing that worries me most is the fact that these algorithm
uses a regular grid subdivision or a kind of data structure to compute
the path.

If you have access to data , at least postions of various locations,
you could use the A* with a set of points constructing a graph from
those points.

In the case this is not available , you should get the bitmap , detect
free logic pixels and use the A* to compute the path trhough the non
blocked logic pixels.

Hey all.

I’m working a little phone app for myself, and I’m hoping to get some input on a problem I’m having.

This thing I’m working on is simply put a route planner, of sorts. I give the app a start- and finish destination, the app then uses the Nokia Places API to find specific places in the area between these two points. What I then need to do, is create a route from start to finish, that will also go through

someof these places (not all, like maybe 5-15 or so). This route should of course be a ‘natural’ route, so that I don’t go to a place, and then have go backwards to get to another place, etc.I am not quite sure how to pick these places, but the idea I am currently working with, is to get a plain route only from start to finish, and then pick the places closest to sample points positioned at (total_distance / num_stops) along the route. This would make the route fairly predictable and boring, though.

Any ideas/suggestions for this? Is there some graph theory that can be applied to this

Cheers,

Kenneth