4 ms·
I like the visualizations for the maze generation a lot. I actually used (yet another) maze generation algorithm for an xbox360 game I worked on as a school pr
by robobenjie 15y ago
I like the visualizations for the maze generation a lot.
I actually used (yet another) maze generation algorithm for an xbox360 game I worked on as a school project. The constraints were slightly different because we wanted cycles and no dead ends.
You put all the cells in a list and take them out at random. If there are 3 or more walls, tear down walls until there are less than 3. When you are done you cannot have any dead ends because a dead end must have three walls. Of course you can have unconnected loops, so you have to go through and tear down walls to connect unconnected segments when you are done.
I don't know what my point is.
Mazes are neat.
- palish 15y agoA point P is inside triangle ABC iif the angles add up to 2pi. (APB + BPC + CPA == 2pi) Thought I'd share too, don't have a point. :) graphics programming / dot product is neat. Actually, there are some pretty fun graphics algorithms. I could ramble on about some, but don't want to intrude / doubt anyone cares but me, heh.
- bulte-rs 15y agoYou've got a 'carer' right here. I'd love to read more on 'traditional' algorithms applied on CG.
- icefox 15y agoSounds like you did something similar to what I did a few years ago. During lunch I ran a Quake server and every five minutes it would generate a new random level (random layout, goals, weapons, lighting etc). Cycles and no dead ends are one way to improve the quality of the deathmatch levels and a toggle that I added the first day to the generator.