3 ms·
Could you get similar results with the following procedure: 1. Represent the world as a grid graph where each cell has a bidirectional edge to its orthogonal n
by gamegoblin 8y ago
Could you get similar results with the following procedure:
1. Represent the world as a grid graph where each cell has a bidirectional edge to its orthogonal neighbors.
2. Randomly weight the edges. The distribution of these weights will affect the texture of the results and is a tunable parameter.
3. Compute a minimum spanning tree of the graph.
4. Fill in dead-ends ends of the minimum spanning tree unless the dead end contains a goal endpoint (in other words, prune branches of the minimum spanning tree that do not end in an endpoint).
- danielvf 8y agoWouldn't that result in a path quite weighted to the shortest real world actual distance?
- gamegoblin 8y agoIt is not immediately obvious to me that that would be the case, since the MST is computed without regard to the actual goal endpoints.
- danielvf 8y agoAh, I'd missed that bit.