I have a road network and a vehicle that is current off the roads. I want to find the shortest path to any road. An obvious solution is to run a pathfinding algorithm between the current vehicle location and all the points on the road, but that's hardly scalable.

I am curious to know if there is an algorithm out there that I could use to maximize the performance of this operation.

• Have you looked into point vs line segment distance calculation, and spatial partitioning? Commented Nov 4, 2018 at 23:11
• I did but I felt my problem wasn't so much finding the closest (geometrically speaking) road, but rather the most accessible road. Like a road might be close, but not accessible from the current location. Though this makes me think of an optimization that might help, assuming most points are indeed accessible, I can probably sort my candidates and do path finding in that order until I run into a good one. Commented Nov 4, 2018 at 23:26
• Sounds like you should tell us more about your level content or setup and what constitutes "accessibility" — until now, all we know is that you have a road network, not any notion of terrain or obstacles off of the roads. Commented Nov 4, 2018 at 23:28
• The only navigation contraints at the moment are the slopes of the terrain and terrain type (land vs water for example0. The vehicle cannot travel up a slope that is too steep. That would make some areas not accessible, for example islands. The root of the problem I have I guess is I'm trying to find the shortest path between my location and any one of the sampled points in my roads. Commented Nov 4, 2018 at 23:32