Article View: rec.games.programmer
Article #808Shortest Path Algorithm
From: Karl S Mathias
Date: Thu, 20 Aug 1992 15:21
Date: Thu, 20 Aug 1992 15:21
24 lines
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1632 bytes
I hope this isn't a FAQ, but I'm looking for a least-cost path algorithm
for a hexmap wargame. To be useful, it needs to meet the following
requirements:
-- Take into account varying terrain costs. The direct path will
almost never be the least-cost path (so shortest path solutions are
out).
-- Be efficient. Exhaustive searches of the entire game board will
not work since there are several hundred units and several thousand
hexes (100 x 100).
By way of background, this is a fairly typical land/air wargame. The
ground portion consists of a 100 x 100 hex map (each hex 25km across).
Each hex can contain mountains, clear, desert, etc. type terrain. Some
hexsides are crossed by rivers and fortifications. Roads and railroads
traverse across hexsides through the center of various hexes.
If you have an algorithm I'd sure appreciate any help you could provide.
-------------------------------------------------------------------------
Capt Karl Mathias kmathias@afit.af.mil
Graduate Student, Air Force Institute of Technology
"Opinions expressed are my own and not those of the U.S. Air Force"
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!cis.ohio-state.edu!udecc.engr.udayton.edu!blackbird.afit.af.mil!kmathias From: kmathias@afit.af.mil (Karl S Mathias) Subject: Shortest Path Algorithm Message-ID: <1992Aug20.152143.1953@afit.af.mil> Keywords: HEX HEXMAP Sender: news@afit.af.mil Nntp-Posting-Host: wb10.afit.af.mil Organization: Air Force Institute of Technology Date: Thu, 20 Aug 1992 15:21:43 GMT Lines: 24