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 ...
Hey. I'm trying to create an enemy that travels at a speed s on screen but I'm having trouble with trying to make the speed vary in a smooth motion. Basically, I can get the enemy to move at a ...
I am working on A* pathfinding in Unity, using C#. I am implementing Dijkstra's shortest path algorithm. I have a Dictionary with nodes as keys and corresponding lists of adjacent neighbors as values, ...
I've done some basic 1 D integration, but i can't wrap my head around things and apply it to my graph layout. So, consider the picture below: if i drag the red node to the right, i'm forcing his ...