TALLMOVE
All arcs

Graph Search to Navigation

Breadth-first search to Dijkstra and A*, then the nav meshes and funnels games walk on.

Algorithms & Data Structures · Game Development

Progress0/6
  1. 1

    Graph Traversal: BFS & DFSin progress

    Algorithms · Graphs · ~20 min

    Visit every reachable node once with one loop and a frontier. Take from the front and it ripples out in layers; take from the back, marking nodes as they come off, and it plunges down a branch.

  2. 2

    Shortest Paths: Dijkstrain progress

    Algorithms · Graphs · ~25 min

    Settle the nearest node, relax its edges, repeat. A heap keeps the nearest at hand, a stale entry is skipped, and every settled distance is final because no edge is negative. BFS, ordered by distance.

  3. 3

    A* Searchin progress

    Algorithms · Graphs · ~25 min

    Dijkstra with a compass: rank the open set by the cost so far plus an estimate of the cost to go. An estimate that never overstates keeps the path optimal in fewer expansions; overstate it, it errs.

  4. 4

    Navigation Meshesin progress

    Games · Navigation · ~25 min

    Cut the floor into cells, block the ones a wall touches, merge the rest into convex rectangles, and join neighbours with portals: the graph of rooms and doors a game agent plans its route over.

  5. 5

    Pathfinding on a Nav Meshin progress

    Games · Navigation · ~25 min

    A* where the nodes are rooms and the edges are doors: cost a room by the walk to the door it was entered through, estimate the rest as a straight line, and get back a corridor, not yet a path.

  6. 6

    The Funnel Algorithmin progress

    Games · Navigation · ~25 min

    Pull a string tight through the corridor's doors: a funnel narrows to each door's ends, leaves a corner where it would cross itself, and yields the shortest path in the corridor, radius included.

  7. laterFlow Fields