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	<title>Quixotic &#187; python</title>
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	<description>Erik Hazzard&#039;s various thoughts and ramblings</description>
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		<title>Dijkstra&#8217;s Algorithm &#8211; Shortest Path</title>
		<link>http://vasir.net/blog/gamedesgin/dijkstras_algorithm_shortest_path/</link>
		<comments>http://vasir.net/blog/gamedesgin/dijkstras_algorithm_shortest_path/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 05:34:59 +0000</pubDate>
		<dc:creator>Erik Hazzard</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Dijkstra]]></category>
		<category><![CDATA[game dev]]></category>
		<category><![CDATA[path finding]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[shortest path]]></category>

		<guid isPermaLink="false">http://vasir.net/blog/?p=122</guid>
		<description><![CDATA[This post will cover the basics of Dijksta's shortest path algorithm and how it can apply to path finding for game development. It is my opinion that understanding this algorithm will aid in understanding more complex AI algorithms, such as A*. This post is aimed more towards developers starting out in game development or those curious about Dijkstra's algorithm, but this will be a somewhat simplification of it and discuss mainly the concepts. ]]></description>
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