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Programming / Re: Can someone explain "Dijkstra maps" to me, please? Are they even a thing?
« on: March 24, 2016, 09:22:50 PM »
I have loved using dijkstra maps for a while now... so many problems can be solved with them. One interesting application I have used recently was in stair placement on procedurally generated dungeon levels. I created an extremely maze-like map and wanted to find the furthest point from the up stairs so I could place the down stairs there. A dijkstra map allowed me to do this. Such maps can similarly be used to gauge how "fun" an area of the dungeon is, by mapping the distance to the closest objects that contribute to "fun" (traps, treasure, secret doors, enemies... etc.) And using this measure, you can ensure you don't have any extremely boring parts to your generated dungeon.
This link was mentioned above, but I would like to emphasize it as an easy place to learn about why you would want to use dijkstra maps. I really like the Dijkstra maps visualized article on roguebasin. *two thumbs up*
Thanks, and happy programming!
This link was mentioned above, but I would like to emphasize it as an easy place to learn about why you would want to use dijkstra maps. I really like the Dijkstra maps visualized article on roguebasin. *two thumbs up*
Thanks, and happy programming!