Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Friday, April 5, 2013

Setting up a game update loop in-sync with rendering

One thing that just about every game ends up needing is a way to update the game in-step with the devices v-sync. Some games even take it a step further and update their rendering system separate from their game world, so the game world and rendering can update independently. For now we'll keep it simple and just talk about setting up an update loop that remains in-sync with rendering.

First, you want to keep your frame updates within reasonable limits, relative to the device's refresh rate. And like V-sync, you also only want to update with time changes that are multiples of the refresh rate. First we'll set up a few variables to hold some of that data.
static const float s_device_refresh = 60.f;
static const float s_device_quarter_refresh = s_device_refresh / 4.f;
static const float s_min_framerate = s_device_quarter_refresh;
static const float s_max_frametime = 1 / s_min_framerate;
static const float s_target_framerate = s_device_refresh;
static const float s_min_frametime = 1 / s_target_framerate;

Note that I'm not actually reading in the device's refresh rates in this post, I'm assuming a refresh rate of 60 fps. In real-world use you'll need to grab the refresh rate from the device and store it for use. And we will just use a quarter of the refresh rate as the minimum update rate that we'll accept, which is 15 fps in this example.

And we'll create a couple of variables to hold how much time since we last allowed the game to update, and the total time elapsed since the program started.
static float s_time_buffer = 0.f;
static float s_actual_time_elapsed = 0.f;

Let's setup a simulated update function. The update function is the one you would end up calling whenever we calculate that it will line up with the device's refresh. All we do in this example is show how much time the update method would be given to update the game, how much actual time has passed since the program started, and what frame the device would be on by this point.
void update(const float time_delta, const float game_time)
{
    std::cout << "Update, time_delta: " << time_delta << ", total time: " << game_time << ", frame #: "
              << static_cast<int>(game_time / (1 / s_device_refresh)) << std::endl << std::endl;
}
Now, for the bread and butter, we need a method that processes how much time has elapsed since the OS last let our program update, and can take that time and figure out if we need an update, and how much time that update should be allowed to simulate.
void process_update_needed(const float time_delta)
{
    s_time_buffer += time_delta;
    s_actual_time_elapsed += time_delta;
    
    std::cout << "Processing update, time_delta: " << time_delta << ", time accumulated: " << s_time_buffer << std::endl;
    
    float time_this_update = 0.f;
    
    while ( s_time_buffer >= s_min_frametime )
    {
        s_time_buffer -= s_min_frametime;
        time_this_update += s_min_frametime;
    }
    
    while ( time_this_update > 0.f )
    {
        if ( time_this_update >= s_max_frametime )
        {
            time_this_update -= s_max_frametime;
            update(s_max_frametime, s_actual_time_elapsed);
        }
        else
        {
            update(time_this_update, s_actual_time_elapsed);
            time_this_update = 0.f;
        }
    }
}
We update s_time_buffer, which holds how much time we have stored up. Here we're also keeping track of the total time elapsed (s_actual_time_elapsed). We create a float to store how much time we're going to send to our 'update' function. Now, what the condition for the while loop is doing is, if the amount of time we've accumulated is greater than or equal to 1/60th of a second (since we're assuming 60 fps) then we remove 1/60th of a second from the time buffer and add it to the amount of time we'll be sending to the update method. The next while loop, if there is any time to be send to the update method, will check to see if the amount of time we're sending to the update method is greater than the maximum frame time. If the time is greater than the maximum frame time, then we just send the maximum frame time for this update and then we subtract that amount from the time remaining to be sent to update. Once the time remaining is less than the maximum frame time then we just send the rest.


There are a couple of major considerations to make when updating your game:
  1. Do you want predictable time slices for every receiver of update calls?
  2. If your update calls are expensive, do you really want to call them more than once per frame? (This can lead to a well-of-despair problem, which we'll talk about later as well)
The example above will split of the time into slices that are multiples of the refresh rate, and call update for every slice. This ensures that receivers of the update method get time slices that are always multiples of the refresh rate, never less than the refresh rate, and never greater than the max time amount that you've defined. Why is having a multiple of the refresh rate important? If you're moving anything on the screen, it will look smoothest if it moves at the same rate at all times.

Why a timestep that is a multiple of the screen refresh rate?

Let's imagine a dot moving across the screen, we'll just talk about it's X position, assuming 0 is the left side of the screen, and 100 is the right side of the screen. The dot moves at 100 units per second, so it should cross the screen in 1 second. Now lets look at the numbers, comparing time elapsed with the times that the screen has actually rendered.
---------------------------------------------------------------------------------
Time (ms) | Frame (60fps) |  Dot pos (actual time)  |  Dot pos (refresh times)  |
----------+---------------+-------------------------+---------------------------|
0         |  0            |  0                      |  0                        |
10        |  0            |  1                      |  0                        |
21        |  1            |  2.1                    |  1.67                     |
33.3      |  2            |  3.33                   |  3.33                     |
43        |  2            |  4.3                    |  3.33                     |
54        |  3            |  5.4                    |  5.0                      |
66.6      |  4            |  6.66                   |  6.66                     |
---------------------------------------------------------------------------------

In the above table you can see what kind of results we get if don't use fixed time steps that are multiples of the refresh rate. The numbers on the left represent non-fixed times that would be passed to your update method. The second column shows you what frame the game would be on at those times. The third column shows the X position where you would be rendering the dot on the screen on that frame, and the fourth column shows where you actually want to be rendering the dot on the screen if you the smooth constant speed the player is expecting to see. So, if you want to get rid of the visual jitteriness, the key is to update only one frames that you'll be rendering on, and to update at a rate that matches the last time that you rendered. The big caveat with this is that you need to make sure that the time your frames are taking to process is fairly consistent. If you wait until a specific time so that you can update in-sync with the monitor refresh rate and then your update takes much longer than average, your update will actually push back the render to the next frame, and you'll end up with jitteriness anyway. So one of your end goals for your game should be a fairly consistent framerate.

Avoid the well-of-despair problem

The well-of-despair problem is when your time accumulates, and requires more fixed timestep updates to get rid of. The extra update calls end up increasing the amount of time your frame takes, which in turn makes your time accumulate to larger values. And thus the cycle continues until your framerate is hosed completely.

There are a couple of ways to get around the problem, both have their own issues though.

Option 1.) Lie about time
If the accumulated time exceeds a certain threshold then you can just send the update method a certain maximum value. This will result in your game moving in slow-motion. I'm sure you've seen this in certain games in the past, at times when a lot is going on and the device can't keep up. That is why that happens in those games. Here's an updated 'process_update_needed' function that handles the well-of-despair problem by lying about time. If our 'time_this_update' was 0.12f, and our s_max_time_threshold is 0.1f, then we'll be updating only 0.1f, causing the game to visually slow down by about 18%.
static const float s_max_time_threshold = s_device_refresh / 6.f;

void process_update_needed(const float time_delta)
{
    s_time_buffer += time_delta;
    s_actual_time_elapsed += time_delta;
    
    std::cout << "Processing update, time_delta: " << time_delta << ", time accumulated: " << s_time_buffer << std::endl;
    
    float time_this_update = 0.f;
    
    while ( s_time_buffer >= s_min_frametime )
    {
        s_time_buffer -= s_min_frametime;
        time_this_update += s_min_frametime;
    }
    
    if ( time_this_update > s_max_time_threshold )
    {
        // We'll split the large amount of time into at least 2 updates to
        // keep the update time steps from being too large.
        update( s_max_time_threshold / 2, s_actual_time_elapsed );
        update( s_max_time_threshold / 2, s_actual_time_elapsed );
    }
    else
    {
        while ( time_this_update > 0.f )
        {
            if ( time_this_update >= s_max_frametime )
            {
                time_this_update -= s_max_frametime;
                update(s_max_frametime, s_actual_time_elapsed);
            }
            else
            {
                update(time_this_update, s_actual_time_elapsed);
                time_this_update = 0.f;
            }
        }
    }
} 

Option 2.) Don't used fixed timesteps once you exceed the maximum time threshold, just pass the actual time. This can result in extremely large timesteps in some cases, which can cause bugs.

void process_update_needed(const float time_delta)
{
    s_time_buffer += time_delta;
    s_actual_time_elapsed += time_delta;
    
    std::cout << "Processing update, time_delta: " << time_delta << ", time accumulated: " << s_time_buffer << std::endl;
    
    float time_this_update = 0.f;
    
    while ( s_time_buffer >= s_min_frametime )
    {
        s_time_buffer -= s_min_frametime;
        time_this_update += s_min_frametime;
    }
    
    if ( time_this_update > s_max_time_threshold )
    {
        update( time_this_update, s_actual_time_elapsed );
    }
    else
    {
        while ( time_this_update > 0.f )
        {
            if ( time_this_update >= s_max_frametime )
            {
                time_this_update -= s_max_frametime;
                update(s_max_frametime, s_actual_time_elapsed);
            }
            else
            {
                update(time_this_update, s_actual_time_elapsed);
                time_this_update = 0.f;
            }
        }
    }
}

The reason the above method can cause bugs is due to the potential for a large time step. For example let's say your player's character is running and trying to jump over a gate that is rising up to block him. If the timesteps were small enough the gate would rise up before the player got to it and the player would be blocked by it. Now let's say you game has a hitch that causes it to freeze for a full second, and when the game resumes it passes that full second timestep to your player and the player jumps a second of distance through the air. There are ways to tackle this problem, but this is just one example of something you would need to handle with large timesteps. If you can stick to more updates at a smaller timestep, or allowing the game to slow down a bit, then you avoid those problems, as a tradeoff for the slowdown you'll get.

Alright, we're almost done. We want a way to test our code, here's the main() function to do that for you:
#include <ctime>

int main(int argc, const char * argv[])
{
    // Randomize with time as a seed
    std::srand( static_cast<unsigned int>(std::time(0)) );
    
    static const float min_frametime = 0.01f;   // 100 fps
    static const float max_frametime = 0.04f;   // 25 fps
    
    for ( int i = 0; i < 30; ++i )
    {
        float rand_frametime = min_frametime + static_cast<float>(std::rand()) / (static_cast<float>( RAND_MAX / (max_frametime - min_frametime) ));
        process_update_needed( rand_frametime );
    }
    
    return 0;
}

Here's the full source code for the version that allows the game to slow down to avoid the well-of-despair problem.
#include <iostream>
#include <ctime>

static float s_time_buffer = 0.f;
static float s_actual_time_elapsed = 0.f;
static const float s_device_refresh = 60.f;
static const float s_device_quarter_refresh = s_device_refresh / 4.f;
static const float s_min_framerate = s_device_quarter_refresh;
static const float s_max_frametime = 1 / s_min_framerate;
static const float s_target_framerate = s_device_refresh;
static const float s_min_frametime = 1 / s_target_framerate;
static const float s_max_time_threshold = s_device_refresh / 6.f;

void update(const float time_delta, const float game_time)
{
    std::cout << "Update, time_delta: " << time_delta << ", total time: " << game_time << ", frame #: "
              << static_cast<int>(game_time / (1 / s_device_refresh)) << std::endl << std::endl;
}

void process_update_needed(const float time_delta)
{
    s_time_buffer += time_delta;
    s_actual_time_elapsed += time_delta;
    
    std::cout << "Processing update, time_delta: " << time_delta << ", time accumulated: " << s_time_buffer << std::endl;
    
    float time_this_update = 0.f;
    
    while ( s_time_buffer >= s_min_frametime )
    {
        s_time_buffer -= s_min_frametime;
        time_this_update += s_min_frametime;
    }
    
    if ( time_this_update > s_max_time_threshold )
    {
        // We'll split the large amount of time into at least 2 updates to
        // keep the update time steps from being too large.
        update( s_max_time_threshold / 2, s_actual_time_elapsed );
        update( s_max_time_threshold / 2, s_actual_time_elapsed );
    }
    else
    {
        while ( time_this_update > 0.f )
        {
            if ( time_this_update >= s_max_frametime )
            {
                time_this_update -= s_max_frametime;
                update(s_max_frametime, s_actual_time_elapsed);
            }
            else
            {
                update(time_this_update, s_actual_time_elapsed);
                time_this_update = 0.f;
            }
        }
    }
}

int main(int argc, const char * argv[])
{
    // Randomize with time as a seed
    std::srand( static_cast<unsigned int>(std::time(0)) );
    
    static const float min_frametime = 0.01f;   // 100 fps
    static const float max_frametime = 0.04f;   // 25 fps
    
    for ( int i = 0; i < 30; ++i )
    {
        float rand_frametime = min_frametime + static_cast<float>(std::rand()) / (static_cast<float>( RAND_MAX / (max_frametime - min_frametime) ));
        process_update_needed( rand_frametime );
    }
    
    return 0;
}

Tuesday, March 26, 2013

Djikstra's Algorithm: Finding the Shortest Path

For those that are unfamiliar, Djikstra's Algorithm is used to find the guaranteed shortest path between two points in a graph (as opposed to A* which will take an educated guess, but is more efficient). For the second time in as many years I've found myself needing a shortest path algorithm in a game project. The last one that I wrote was before my blog existed and I never published it, and since then I've lost access to the code base it was published in. This time I'm a bit more pressed for time and didn't want to write my own from scratch so I decided to grab one from online and fix it up a bit.


It has several issues with it that I needed to solve:
  • The algorithm itself and several methods related to it were not encapsulated, which is messy. At the least they should be in their own file.
  • Any nodes and edges that were created had to be deleted by the user otherwise the program would leak memory.
  • The code assumes all edges were bi-directional, I need to handle the possibility of a directional edge.
  • Querying the node graph would remove the nodes from the graph, making it so that if you wanted to query again you had to recreate the graph.
  • The code didn't handle the case in which there wasn't a possible path between two nodes
  • There were several inefficiencies.
The changes I made were:
  • Encapsulated the algorithm, and the containers for the nodes and edges into a Graph class.
  • The Graph class destructor made sure to clean up the nodes and edges to prevent memory leaks.
  • Made edges directional while still allowing for bi-directional connections.
  • Allowing the Graph class to not remove nodes while calculating the shortest path, so the user can query the graph as often as they'd like without recreating it.
  • Made a user-friendly method to allow the user to get a path between any two nodes.
  • Corrected inefficiencies.
For the code containing all of my changes, (click here). I go over the changes in more detail at the end of this post.

In the example code, here is the graph:

Notice that the edges between A and B, and E and F, are uni-directional, you cannot move from B to A, or F to E. In a shortest path algorithm, each node connection (edge) has a weight rather than a distance, this is because we're really not looking for the path of least distance, but the path that can be traversed the fastest, so we may want to factor in things along the path that may slow down the traveller. For example, the connection between B and E, and B and D are of different distances, but both have a weight of 4. Maybe the path between B and E is a smooth concrete path, but from B to D is a swampy path that is hard to traverse.

Given the weights that we've given to each edge, denoted by the numbers near each edge, the shortest path from A to F is: A->B->E->F. Because some edges are uni-directional, the shortest path from F to A is: F->D->B->E->C->A (in fact, that's the only path from F to A). We can also start on nodes besides A and F. For example, the shortest path from C to D is: C->E->F->D.

Below here you'll find the code, organized into main.cpp and three classes. Graph is the class that contains the algorithm and stores Nodes and Edges. And a class for Node, and a class for Edge.

First let's look at main.cpp so we can see how the graph is created and utilized:

#include <iostream>

#include "graph.h"
#include "node.h"

// NOTE: Credit for the original code for this implementation of 
// Djikstra's Algorithm goes to:
// http://www.reviewmylife.co.uk/blog/2008/07/15/dijkstras-algorithm-code-in-c/
// I've modified it to suit my needs.

void outputPath(std::vector<node> path)
{
    for ( long i = (path.size() - 1); i >= 0; --i )
    {
        std::cout << path[i]->getID() << " ";
    }
    
    std::cout << std::endl;
}

int main(int argc, const char * argv[])
{
    Graph graph;
    
    // Create and name our nodes
    Node* a = graph.createNode('a');
    Node* b = graph.createNode('b');
    Node* c = graph.createNode('c');
    Node* d = graph.createNode('d');
    Node* e = graph.createNode('e');
    Node* f = graph.createNode('f');
    
    // Create some edges
    graph.createEdge(a, b, 5);
    graph.createEdge(a, c, 4);
    graph.createEdge(b, d, 4);
    graph.createEdge(b, e, 4);
    graph.createEdge(c, e, 6);
    graph.createEdge(d, f, 3);
    graph.createEdge(e, f, 2);
    
    // Create some edges so we can get from 'f' to 'a'
    graph.createEdge(f, d, 3);
    graph.createEdge(d, b, 4);
    graph.createEdge(e, c, 6);
    graph.createEdge(c, a, 4);
 
    std::vector<node> path;

    // Go from 'c' to 'f'
    graph.getPathFromStartNodeToFinishNode(c, f, path);
    outputPath(path);
    
    // Go from 'a' to 'f'
    graph.getPathFromStartNodeToFinishNode(a, f, path);
    outputPath(path);
    
    // Go from 'f' to 'a'
    graph.getPathFromStartNodeToFinishNode(f, a, path);
    outputPath(path);
    
    return 0;
}

And below you'll find the three class .h/.cpp files.

graph.h
#pragma once

#include <vector>

class Node;
class Edge;

class Graph
{
public:
    Graph() {}
    ~Graph();
    
    Node* createNode(char id);
    Edge* createEdge(Node* node1, Node* node2, const int weight);
    void removeEdge(Edge* edge);
    
    void getPathFromStartNodeToFinishNode(Node* node1, Node* node2, std::vector<node>& path);

private:
    void processGraph();
    Node* extractSmallest(std::vector<node>& nodes);
    
private:
    std::vector<node> m_nodes;
    std::vector<edge> m_edges;
};

graph.cpp
#include "graph.h"
#include "node.h"
#include "edge.h"

#include <iostream>

Graph::~Graph()
{
    for ( int i = 0; i < m_nodes.size(); ++i )
    {
        delete m_nodes[i];
    }
    
    for ( int i = 0; i < m_edges.size(); ++i )
    {
        delete m_edges[i];
    }
}

Node* Graph::createNode(char id)
{
    Node* new_node = new Node(id);
    
    m_nodes.push_back(new_node);
    
    return new_node;
}

Edge* Graph::createEdge(Node* node1, Node* node2, const int weight)
{
    // Yes, we intentionally reverse the node order here
    Edge* new_edge = new Edge(node2, node1, weight);
    
    m_edges.push_back(new_edge);
    
    return new_edge;
}

void Graph::removeEdge(Edge* edge)
{
    std::vector<edge>::iterator it = m_edges.begin();
    for ( ; it < m_edges.end(); ++it)
    {
        if (*it == edge)
        {
     m_edges.erase(it);
     return;
        }
    }
}

void Graph::getPathFromStartNodeToFinishNode(Node* start, Node* finish, std::vector<node>& path)
{
    path.clear();
    
    // Clear any existing node information
    for ( int i = 0; i < m_nodes.size(); ++i )
    {
        m_nodes[i]->setDistanceFromStart(INT_MAX);
        m_nodes[i]->setPreviousNode(NULL);
    }
    
    start->setDistanceFromStart(0);
    
    processGraph();
    
    Node* previous = finish;

    while (previous)
    {
        path.push_back(previous);
        
        previous = previous->getPreviousNode();
    }
    
    if ( path.size() == 1 )
    {
        path.clear();
    }
}

void Graph::processGraph()
{
    // Create a copy of the nodes.
    std::vector<node> nodes = m_nodes;
    
    while (nodes.size() > 0)
    {
 Node* smallest = extractSmallest(nodes);
        
        std::vector<node> out_nodes;
        smallest->adjacentRemainingNodes(nodes, m_edges, out_nodes);
        
 const size_t size = out_nodes.size();
 for (int i = 0; i < size; ++i)
 {
     Node* adjacent = out_nodes[i];
            
     const int distance_to_node = adjacent->distanceToNode(m_edges, smallest);
            if ( distance_to_node == -1 )
            {
                continue;
            }
            
            const int total_distance = distance_to_node + smallest->getDistanceFromStart();   
     if ( total_distance < adjacent->getDistanceFromStart() )
     {
         adjacent->setDistanceFromStart(total_distance);
         adjacent->setPreviousNode(smallest);
     }
 }
    }
}

Node* Graph::extractSmallest(std::vector&ltnode&gt& nodes)
{
    if ( nodes.empty() )
    {
        return NULL;
    }
    
    int smallest_position = 0;
    
    Node* smallest = nodes[0];
    for ( int i = 1; i < nodes.size(); ++i )
    {
        Node* current = nodes[i];
        
        if ( current->getDistanceFromStart() < smallest->getDistanceFromStart() )
        {
            smallest = current;
            smallest_position = i;
        }
    }
    
    nodes.erase(nodes.begin() + smallest_position);
    
    return smallest;
}

node.h
#pragma once

#include <vector>

class Edge;

class Node
{
public:
    Node(char id) :
        id(id)
        , m_previous(NULL)
        , m_distance_from_start(INT_MAX)
    {
    }
    
    char getID() const                          { return id; }
    
    void setPreviousNode(Node* node)            { m_previous = node; }
    Node* getPreviousNode() const               { return m_previous; }
    
    void setDistanceFromStart(int distance)     { m_distance_from_start = distance; }
    int getDistanceFromStart() const            { return m_distance_from_start; }
    
    Node* extractSmallest(std::vector<node>& nodes);
    
    void adjacentRemainingNodes(const std::vector<node>& nodes, const std::vector<edge>& edges,
                                std::vector<node>& out_nodes) const;
    
    int distanceToNode(const std::vector<edge>& edges, const Node* other_node) const;
    
    bool contains(const std::vector<node>& nodes, const Node* node) const;
    
private:
    char    id;
    Node*   m_previous;
    int     m_distance_from_start;
};



node.cpp
#include "node.h"
#include "edge.h"

void Node::adjacentRemainingNodes(const std::vector<node>& nodes, const std::vector<edge>& edges,
                                  std::vector<node>& out_nodes) const
{
    const size_t size = edges.size();
    
    for(int i = 0; i < size; ++i)
    {
        const Edge* edge = edges[i];
        Node* adjacent = NULL;
        if (edge->first() == this)
        {
            adjacent = edge->second();
        }
        else if (edge->second() == this)
        {
            adjacent = edge->first();
        }
        
        if (adjacent && contains(nodes, adjacent))
        {
            out_nodes.push_back(adjacent);
        }
    }
}

int Node::distanceToNode(const std::vector<edge>& edges, const Node* other_node) const
{
    const size_t size = edges.size();
    for(int i = 0; i < size; ++i)
    {
        const Edge* edge = edges[i];
        if ( edge->connects(this, other_node) )
        {
            return edge->getDistance();
        }
    }

    // Happens if two nodes do not connect or the connection is directed in the opposite direction
    return -1;
}

bool Node::contains(const std::vector<node>& nodes, const Node* node) const
{
    for(int i = 0; i < nodes.size(); ++i)
    {
        if (node == nodes[i])
        {
            return true;
        }
    }
    
    return false;
}

edge.h
#pragma once

#include <vector>

class Node;

class Edge
{
public:
    Edge(Node* node1, Node* node2, int distance) :
        m_node1(node1)
      , m_node2(node2)
      , m_distance(distance)
    {
        // Assert that node1 and node2 aren't null and that distance is a positive value
    }
    
    Node* first() const           { return m_node1; }
    Node* second() const          { return m_node2; }
    int getDistance() const       { return m_distance; }
    
    bool connects(const Node* node1, const Node* node2) const;
    
private:
    Node* m_node1;
    Node* m_node2;
    int m_distance;
};

edge.cpp
#include "edge.h"
#include "node.h"

bool Edge::connects(const Node* node1, const Node* node2) const
{
    return ( (node1 == m_node1) && (node2 == m_node2) );
}

The Changes

The Graph class destructor made sure to clean up the nodes and edges to prevent memory leaks.
The original required you to keep track of all of your own pointers to nodes and edges and delete them.

Graph::~Graph()
{
    for ( int i = 0; i < m_nodes.size(); ++i )
    {
        delete m_nodes[i];
    }
    
    for ( int i = 0; i < m_edges.size(); ++i )
    {
        delete m_edges[i];
    }
}

Made edges directional while still allowing for bi-directional connections.
The original 'connects' method checked if the edge went in either direction, which made it so you could not have uni-directional edges.

#include "edge.h"
#include "node.h"

bool Edge::connects(const Node* node1, const Node* node2) const
{
    return ( (node1 == m_node1) && (node2 == m_node2) );
}

And here we handle the case where we don't get a valid distance from a distance check, which can happen if there is no possible path.
void Graph::processGraph()
{
    // Create a copy of the nodes.
    std::vector<Node*> nodes = m_nodes;
    
    while (nodes.size() > 0)
    {
        Node* smallest = extractSmallest(nodes);
        
        std::vector out_nodes;
        smallest->adjacentRemainingNodes(nodes, m_edges, out_nodes);
        
        const size_t size = out_nodes.size();
        for (int i = 0; i < size; ++i)
        {
     Node* adjacent = out_nodes[i];
            
            // We get the distance, if it's -1 then we know there is no possible path between the two nodes
     const int distance_to_node = adjacent->distanceToNode(m_edges, smallest);
            if ( distance_to_node == -1 )
            {
                continue;
            }
            
            const int total_distance = distance_to_node + smallest->getDistanceFromStart();   
     if ( total_distance < adjacent->getDistanceFromStart() )
     {
         adjacent->setDistanceFromStart(total_distance);
         adjacent->setPreviousNode(smallest);
     }
        }
    }
}

Allowing the Graph class to not remove nodes while calculating the shortest path, so the user can query the graph as often as they'd like without recreating it.
The key change from the original is that we make a copy of the list of nodes. The copies list is then whittled away by this function and then goes out of scope, the original would alter the 'm_nodes' list, thus requiring the user to recreate it after each time they queried for a new path.

void Graph::processGraph()
{
    // Create a copy of the nodes.
    std::vector<node> nodes = m_nodes;
    
    // ... Rest of function ...
}

Made a user-friendly method to allow the user to get a path between any two nodes.
The original required you to recreate the entire graph, and then manually set the distance on the start node to 0, and then run the algorithm. I don't have the graph nodes deleted after they process so here I clear out changes the nodes might be storing, then set the distance on the start node, then iterate through the nodes and save out the path. If the path only ends up with the last node in it then we know that there is no path to the start node.

void Graph::getPathFromStartNodeToFinishNode(Node* start, Node* finish, std::vector<node>& path)
{
    path.clear();
    
    // Clear any existing node information
    for ( int i = 0; i < m_nodes.size(); ++i )
    {
        m_nodes[i]->setDistanceFromStart(INT_MAX);
        m_nodes[i]->setPreviousNode(NULL);
    }
    
    start->setDistanceFromStart(0);
    
    processGraph();
    
    Node* previous = finish;

    while (previous)
    {
        path.push_back(previous);
        
        previous = previous->getPreviousNode();
    }
    
    if ( path.size() == 1 )
    {
        path.clear();
    }
}

Corrected inefficiencies
There were several places in the original code sample that included the use of std::vector's 'at' method. This method is around 5-10x slower than using the [] operator. 'at' performs a range check, which is unnecessary if your code is setup to prevent indices from going out of range. Additionally there were places where entire containers were being created on the heap (using 'new'), and then deleted within the same scope. These have been changed to use the stack instead, which is generally much more efficient.

As an example, here was the original method:
void Dijkstras()
{
    while (nodes.size() > 0)
    {
        Node* smallest = ExtractSmallest(nodes);
        vector<node>* adjacentNodes = 
            AdjacentRemainingNodes(smallest);

        const int size = adjacentNodes->size();
        for (int i=0; i<size; ++i)
        {
            Node* adjacent = adjacentNodes->at(i);
            int distance = Distance(smallest, adjacent) + smallest->distanceFromStart;
   
            if (distance < adjacent->distanceFromStart)
            {
                adjacent->distanceFromStart = distance;
                adjacent->previous = smallest;
            }    
        }
        delete adjacentNodes;
    }
}

And here you can see that we're creating a vector on the stack and passing it by reference to the 'adjacentRemainingNodes' method. Because it's not being created on the heap we also don't have to worry about deleting a pointer that was created by another method:

void Graph::processGraph()
{
    // Create a copy of the nodes.
    std::vector<Node*> nodes = m_nodes;
    
    while (nodes.size() > 0)
    {
        Node* smallest = extractSmallest(nodes);
        
        std::vector<node> out_nodes;
        smallest->adjacentRemainingNodes(nodes, m_edges, out_nodes);
        
        const size_t size = out_nodes.size();
        for (int i = 0; i < size; ++i)
        {
            Node* adjacent = out_nodes[i];
            
            const int distance_to_node = adjacent->distanceToNode(m_edges, smallest);
            if ( distance_to_node == -1 )
            {
                continue;
            }
            
            const int total_distance = distance_to_node + smallest->getDistanceFromStart();   
            if ( total_distance < adjacent->getDistanceFromStart() )
            {
                adjacent->setDistanceFromStart(total_distance);
                adjacent->setPreviousNode(smallest);
            }
        }
    }
}