Article View: rec.games.programmer
Article #858Re: Shortest Path Algorithm
From: Brian Scearce
Date: Wed, 26 Aug 1992 01:53
Date: Wed, 26 Aug 1992 01:53
32 lines
1367 bytes
1367 bytes
I forget the official name of this algorithm, but:
struct path_element {
Cell *indicator;
int cost;
Cell *previous;
};
Set struct path_element Reached;
if (start_cell == target_cell) return; /* already there */
create path_element start;
start.indicator = &start_cell;
start.cost = 0;
start.previous = NULL;
Reached = start;
for (;;) {
for each cell in Reached {
find cheapest cell reachable from it that isn't already in Reached;
}
if (cheapest == target_cell) return; /* found it */
add cheapest to Reached;
}
And that's it. Details of implementation left as an exercise for the reader.
---
Brian Scearce bls@sector7g.eng.sun.com
The above does not necessarily represent Sun policy.
It's easier to get forgiveness than permission.
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<1992Aug20.152143.1953@afit.af.mil>Show Full Headers
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Path: arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!ames!sun-barr!news2me.ebay.sun.com!exodus.Eng.Sun.COM!sector7g!bls From: bls@sector7g.Eng.Sun.COM (Brian Scearce) Newsgroups: rec.games.programmer Subject: Re: Shortest Path Algorithm Message-ID: <l9lp1eINNmf1@exodus.Eng.Sun.COM> Date: 26 Aug 92 01:53:50 GMT References: <1992Aug20.152143.1953@afit.af.mil> Reply-To: bls@sector7g.Eng.Sun.COM Distribution: world Organization: Sun Microsystems Lines: 32 NNTP-Posting-Host: sector7g