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Article #810Re: Shortest Path Algorithm
From: Khan
Date: Thu, 20 Aug 1992 18:10
Date: Thu, 20 Aug 1992 18:10
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In article <1992Aug20.152143.1953@afit.af.mil> kmathias@afit.af.mil (Karl S Mathias) writes: >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). Actually not - if you use a "shortest path" algorithm, but feed it cost numbers instead of distance numbers, the very same algorithm becomes a "lowest cost" algortihm.
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!usc!sdd.hp.com!ux1.cso.uiuc.edu!news.cso.uiuc.edu!usenet From: tmkk@uiuc.edu (Khan) Subject: Re: Shortest Path Algorithm References: <1992Aug20.152143.1953@afit.af.mil> Message-ID: <BtAnt7.Gwx@news.cso.uiuc.edu> Sender: usenet@news.cso.uiuc.edu (Net Noise owner) Organization: University of Illinois at Urbana Date: Thu, 20 Aug 1992 18:10:18 GMT Lines: 14