I'm currently implementing such an undirected graph. I haven't gone towards adding weights to the connections, but my approach so far has been to have the gates as "places" in the current zone, with a distance between the current player position and the gate. Each gate connects to its own arrival place in another zone. These connections can have zero or a minimal weight, and should work well enough with A* once I get to add routing through the mesh.
I'm not sure if having two unidirectional connections instead of one bidirectional connection adds problems further down the path. So far, I haven't found any problem with this approach and for me it makes things like zone wide events easier, as these events can be tied to the arrival place.
In reply to Re: Undirected Weighted Graphs
by Corion
in thread Undirected Weighted Graphs
by OverlordQ
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