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On 13-2-2012 20:37, Samuel Benge wrote:
> @Robert, @Christian, thanks for the description! The idea might come in handy
> next time I tackle Voronoi-based mazes.
I did something very similar when doing a Voronoi based maze some time
ago. It was, I think, because of some discussion on whether you could do
triangular mazes. And I think it was in off-topic, so I cannot find the
thread any more.
In my experience simply backtracking (a depth first search) gives rather
unbalanced mazes, similar for breadth first. When I am stuck I select a
random point along the path taken so far to restart.
Attached is something I called Darrenworld, so I know at least one of
the participants in that discussion.
Note that for every pair of points on the blue line (rivers) there is
only one connecting path over the blue line. Similar for gray (mountains).
(algorithm not written in POV yet. so no source included)
--
tip: do not run in an unknown place when it is too dark to see the
floor, unless you prefer to not use uppercase.
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