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Shortest Path Algorithm in (Turbo)Pascal?
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I am using Borland TurboPascal 7.0 (not that it really makes any difference), and, being extrememly poor at maths, have no idea how to write a shortest-path algorithm for a 2D tiley-type game. Does anyone have a good tutorial or function or procedure (prefferably one I can just pump a few numbers into and have it spit some out) to do this? It *shudders*... it... needs trigonometry, doesn't it?
Damn those ancient Greeks.... DAMN THEM ALL TO HELL![/i]
In a race between a rock and a pig, don't varnish your clams." -- "Dilbert"
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Shortest Path Algorithm in (Turbo)Pascal? - by aardvark - 06-27-2003, 01:50 PM

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