Path finding is central to all rogue-likes. If an enemy can’t find you, they can’t fight you… and that wouldn’t be any fun. Tonight, I go over Dijkstra’s famous pathfinding algorithm, the differences between that and A*, and how I implemented them in the engine.
dijkstra
Advent of Code Day 12 — Hill Climbing Algorithm
The title says it all. It’s a “shortest path” puzzle, you’re meant to use Dijkstra’s algorithm, and the puzzle has no curve balls to toss at you.