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22987: Re: [MUD-Dev] [TECH] Shortest-Path
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From: Amos Wetherbee <amos@adept.darkridge.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 7 Apr 2002 21:20:58 -0400 (EDT)
References: [1]
Organization: Kanga.Nu
On Thu, 4 Apr 2002, William Murdick wrote:
> Trying to figure out what the best algorithm would be to use for
> this... Djikstra, Depth-First, Breadth-First, or some other. Does
> anyone have any suggestions? This is my first foray into this sort
> of sorting and searching and so I am not that familiar with it
> all.
This is also of interest to me. One thing that I am interested in is
instead of generating the entire path, I want to be able to make one
call to find the next room closer to where I am trying to get too
(allowing for weighted values so that NPCs tend to walk on roads.)
This solves two problems: NPCs can walk slowly to their destination,
and their path won't get screwed up if a door locks or an area blips
out of existance.
Perhaps generating the whole path first is more efficient?
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