Comments (4)
And if you don't have different movement costs for edges, you can use Breadth First Search instead of Dijkstra's Algorithm. Demo: http://www.redblobgames.com/pathfinding/tower-defense/
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For a tower defense game you might want to consider using Dijkstra's algorithm to compute all single source shortest paths, then have each unit follow along the path tree to get to the root node. If you precalculate this data once, then you can just store it and get the movement for each unit in O(1) time.
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Thank you !
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Thank you @redblobgames ! bfs looks simple, i'll try implement it. What the better way to visualize it ?
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