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Is there a way to implement Dijkstra's shortest path algorithm in Unity?
I was trying to implement Dijkstra's algorithm by making a simple map in the terrarin, using cylinders and paralellograms to denote vertices and edges, respectively. Now how do I code for Dijkstra's algorithm in Unity? Can I make linked lists in C# as well? How? Some suggestions will be helpful.
2 Answers
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Of course you can implement linked lists in c#. If you want to implement the algorithm yourself, just do some research. However, what I would suggest is to use the navigation system unity provides, it is very complete and it is also easy to use.
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@Jhon, I wish I could implement Unity's navigation system. But it's my course project, which focuses more on algorithm than the game itself.