Slipstream: Pathing

I completed the path-finding algorithm today. At its simplest level it is merely a Breadth-First Search on an undirected graph. This has a number of benefits:

With all that said, I am now in the process of rewriting the code. The major pitfall of the engine as it is right now is the lack of support for weighted graphs. To add to the robustness of the path-finding procedure, I am going to implement Dijkstra's Shortest Path Algorithm. This will allow the engine to take into account the difficulties of passing through certain terrains.

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