This post explains the breadth-first search (BFS) algorithm using a zombie pathfinding scenario in a game. It covers the conceptual approach of BFS with a diagram and describes how to represent the grid as a graph with nodes and edges. The author details the traversal process, including the use of a queue to manage nodes and an array to track seen nodes, and emphasizes the importance of maintaining the order of node visits to avoid infinite loops. The post concludes with a brief mention of other graph traversal algorithms and invites readers to explore the open-source code.

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