[MUD-Dev] [TECH] Shortest-Path

Amos Wetherbee amos at adept.darkridge.com
Sun Apr 7 21:20:58 New Zealand Standard Time 2002

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?

MUD-Dev mailing list
MUD-Dev at kanga.nu

More information about the MUD-Dev mailing list