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 | |
by Corion (Patriarch) on Apr 08, 2009 at 06:37 UTC |