I'm designing a game with random generated dungeons. I'd like to view this as a connected, undirected graph in which nodes are rooms and edges are doors or corridors. Then I choose a "side" node as ...
I am familiar with how the common ones technically work (BFS, DFS, Dijkstra, A*) but as far as their realistic benefits I don't quite see the need for them. Considering that, given the right ...