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I'm still playing with mazes. This time it's ouptut from a little
Euphoria program I made. It's a bmp file turned into an isosurface.
I don't know if I'll ever finish the program. So far the only features
are variable height and width, variable hall width, adjustable
difficulty and bmp output. I had plans to make it output text files for
pov in a somewhat compressed format, but I haven't gotten that far yet.
Questions and comments are always welcome.
--
~ Samuel Benge
sbe### [at] caltelcom
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Attachments:
Download 'maze.jpg' (125 KB)
Preview of image 'maze.jpg'
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An interesting concept, perhaps worth a few more cycles.
The weird camera distortion hurts this image, consider backing off and
reducing the angle.
Also your exit door doesn't seem to be open.
Other than that an interesting maze (I didn't try to solve it :-)
"Samuel Benge" <sbe### [at] caltelcom> wrote in message
news:3CE56B6F.A996C889@caltel.com...
> I'm still playing with mazes. This time it's ouptut from a little
> Euphoria program I made. It's a bmp file turned into an isosurface.
> I don't know if I'll ever finish the program. So far the only features
> are variable height and width, variable hall width, adjustable
> difficulty and bmp output. I had plans to make it output text files for
> pov in a somewhat compressed format, but I haven't gotten that far yet.
> Questions and comments are always welcome.
> --
> ~ Samuel Benge
>
> sbe### [at] caltelcom
>
>
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:)
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Attachments:
Download 'maze_solution.jpg' (110 KB)
Preview of image 'maze_solution.jpg'
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hah!
- Slime
[ http://www.slimeland.com/ ]
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Attachments:
Download 'mazesoln.jpg' (52 KB)
Preview of image 'mazesoln.jpg'
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Aw, looks like Jay beat me. =(
- Slime
[ http://www.slimeland.com/ ]
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Is this at least a little harder?
Slime wrote:
> hah!
>
> - Slime
> [ http://www.slimeland.com/ ]
>
> [Image]
--
~ Samuel Benge
sbe### [at] caltelcom
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Attachments:
Download 'maze2.jpg' (62 KB)
Preview of image 'maze2.jpg'
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It was harder, yes, but not *too* hard. It seems that your algorithm creates
mazes that can be divided into boxes, each of which have at least one
opening, and you need to travel through the boxes one at a time to get to
the next one. The boxes seem to always be joined at their corners.
- Slime
[ http://www.slimeland.com/ ]
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Attachments:
Download 'mazesol2.jpg' (69 KB)
Preview of image 'mazesol2.jpg'
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Hmm, you're right. I think I can fix that 'box' problem...
Slime wrote:
> It was harder, yes, but not *too* hard. It seems that your algorithm creates
> mazes that can be divided into boxes, each of which have at least one
> opening, and you need to travel through the boxes one at a time to get to
> the next one. The boxes seem to always be joined at their corners.
>
> - Slime
> [ http://www.slimeland.com/ ]
>
> [Image]
--
~ Samuel Benge
sbe### [at] caltelcom
Post a reply to this message
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"Slime" <slm### [at] slimelandcom> wrote in message
news:3ce86c61@news.povray.org...
> It was harder, yes, but not *too* hard. It seems that your algorithm
creates
> mazes that can be divided into boxes, each of which have at least one
> opening, and you need to travel through the boxes one at a time to get to
> the next one. The boxes seem to always be joined at their corners.
Which one is the wall, gray or black?
Post a reply to this message
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Black
> "Slime" <slm### [at] slimelandcom> wrote in message
> news:3ce86c61@news.povray.org...
> > It was harder, yes, but not *too* hard. It seems that your algorithm
> creates
> > mazes that can be divided into boxes, each of which have at least one
> > opening, and you need to travel through the boxes one at a time to get to
> > the next one. The boxes seem to always be joined at their corners.
>
> Which one is the wall, gray or black?
--
~ Samuel Benge
sbe### [at] caltelcom
Post a reply to this message
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