I am working on a game engine called Engine1 (logo is a big steam train). I've been very successful with motion animation, sprite animation and element manipulation. I can create/destory/animate elements very quickly (about ~1000 elements every 1/40 of a second).
I'm now looking to expand my engine to include a library for isometric maps with path finding support. Please don't give me copy and paste code. I'm looking for information and theory about efficient algorithms for isometric path-finding.
I also plan on releasing my engine as open source after I release my own game with it first (proof of concept). If your interested in snagging an early build message me.
The basic grid path-finding algorithm is very simple:
Die whenever you're further than the best distance so far
A B C
D E F
G H I
You have several paths from A-I (in random order):