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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.

30th Sep 2018, 12:19 PM
1604064_Sharif
1604064_Sharif - avatar
2 Respostas
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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.
30th Sep 2018, 6:42 PM
Jhon
Jhon - avatar
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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.
7th Oct 2018, 5:07 PM
1604064_Sharif
1604064_Sharif - avatar