in reply to Undirected Weighted Graphs

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.

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Re^2: Undirected Weighted Graphs
by OverlordQ (Hermit) on Apr 07, 2009 at 22:05 UTC

    That sounds almost exactly what I'm looking at. Each zone has a series of jumpgates in 3D space that link to another jumpgate in another zone. On first glance you'd think that you'd just represent each zone as a node in the graph but then you'd come to realize there's no way to calculate the non-zero distance between gates in the same zone.

    You doing yours for a game of sorts or something completely different.

      Well, it's a "game", except that it's a game framework that I've implemented in several incarnations already. This time it is to familiarize myself with Moose. As I know how I've implemented the graph in the past, I know that the differences/problems I encounter this time are most likely caused by Moose or my lack of understanding of Moose.