The graphs tag has no wiki summary.
1
vote
2answers
546 views
How should I store edge weights for my A* graph?
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, ...
3
votes
4answers
607 views
Vary speed of enemy smoothly
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 ...
0
votes
2answers
245 views
How to apply numerical integration on a graph layout
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 ...
10
votes
3answers
1k views
Reduce the number of edges of a graph, keeping it connected
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 ...
3
votes
6answers
812 views
In what instances would you want to use path-finding algorithms other than A*?
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 ...