Here's some other tips I found...
6. Some Speed Tips: As you develop your own A* program, or adapt the one I wrote, you will eventually find that pathfinding is using a hefty chunk of your CPU time, particularly if you have a decent number of pathfinding units on the board and a reasonably large map. If you read the stuff on the net, you will find that this is true even for the professionals who design games like Starcraft or Age of Empires. If you see things start to slow down due to pathfinding, here are some ideas that may speed things up:
•Consider a smaller map or fewer units.
•Never do path finding for more than a few units at a time. Instead put them in a queue and spread them out over several game cycles. If your game is running at, say, 40 cycles per second, no one will ever notice. But they will notice if the game seems to slow down every once in a while when a bunch of units are all calculating paths at the same time.
•Consider using larger squares (or whatever shape you are using) for your map. This reduces the total number of nodes searched to find the path. If you are ambitious, you can devise two or more pathfinding systems that are used in different situations, depending upon the length of the path. This is what the professionals do, using large areas for long paths, and then switching to finer searches using smaller squares/areas when you get close to the target. If you are interested in this concept, check out my article Two-Tiered A* Pathfinding.
•For longer paths, consider devising precalculated paths that are hardwired into the game.
•Consider pre-processing your map to figure out what areas are inaccessible from the rest of the map. I call these areas "islands." In reality, they can be islands or any other area that is otherwise walled off and inaccessible. One of the downsides of A* is that if you tell it to look for paths to such areas, it will search the whole map, stopping only when every accessible square/node has been processed through the open and closed lists. That can waste a lot of CPU time. It can be prevented by predetermining which areas are inaccessible (via a flood-fill or similar routine), recording that information in an array of some kind, and then checking it before beginning a path search.
•In a crowded, maze-like environment, consider tagging nodes that don't lead anywhere as dead ends. Such areas can be manually pre-designated in your map editor or, if you are ambitious, you could develop an algorithm to identify such areas automatically. Any collection of nodes in a given dead end area could be given a unique identifying number. Then you could safely ignore all dead ends when pathfinding, pausing only to consider nodes in a dead end area if the starting location or destination happen to be in the particular dead end area in question.