001 (ns walkmap.routing
002 "Finding optimal routes to traverse a map."
003 (:require [walkmap.path :as p]
004 [walkmap.polygon :as q]
005 [walkmap.stl :as s]
006 [walkmap.utils :as u]
007 [walkmap.vertex :as v]))
008
009 ;; Breadth first search is a good algorithm for terrain in which all steps have
010 ;; equal, but in our world (like the real world), they don't.
011
012 ;; Reading list:
013 ;;
014 ;; https://en.wikipedia.org/wiki/A*_search_algorithm
015 ;; https://www.redblobgames.com/pathfinding/a-star/introduction.html
016 ;; https://faculty.nps.edu/ncrowe/opmpaper2.htm
017 ;;
018 ;; See https://simon-brooke.github.io/the-great-game/codox/Pathmaking.html