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Hello, folks.
I've just gotten around to creating a scene that I kind of like. It
started off as an idea inspired by Greg's train-tracks, where I wanted
loads of roads all over the place, and I stumbled across some
algorithms for creating mazes. I naively Googled for "maze
algorithm" and was soon myred in Kruskals, Aldus-Broders, the
difference between Bias, Run and River, and other strangeness, and
realised this could go too far!
So I stuck to the first algorithm I found, and build some macros for
POVing it up into an image...
Now I want to add some more poses for my escaping stickmen, and for
some reason I've made their torsos the same colour as the walls, so
they blend in a bit too well... As you can see my lighting and
textures a bit simplistic, but I might leave them as they are for now.
If anyone's curious about the maze maker, take a peek at my old
website www.sunmaster.pwp.blueyonder.co.uk/povray (how's that for a
domain name!) where it can be seen in all it's glory. All the mazes
And if ANYONE suggests I animate the people running around and
escaping, I will throw all my toys out of my pram and scream. It's
not going to happen.
(btw, thats ~20,000 objects for a 25x25 maze)
--
Mark Hanford
*coming soon* http://www.hanfordonline.co.uk/povray *coming soon*
(now hasn't that piqued your curiosity! Don't get your hopes up)
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Attachments:
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Preview of image 'escape25-640.jpg'
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"Mark Hanford" <mar### [at] theinternetcom> wrote in message
news:3d9ccf65@news.povray.org...
> Hello, folks.
>
> I've just gotten around to creating a scene that I kind of like. It
> started off as an idea inspired by Greg's train-tracks, where I wanted
> loads of roads all over the place, and I stumbled across some
> algorithms for creating mazes. I naively Googled for "maze
> algorithm" and was soon myred in Kruskals, Aldus-Broders, the
> difference between Bias, Run and River, and other strangeness, and
> realised this could go too far!
> So I stuck to the first algorithm I found, and build some macros for
> POVing it up into an image...
Nice. Find any alorithms for "hexagonal" mazes?
( http://www.donovansweb.com/~chaffe/mazes.html )
> [snip]
> (btw, thats ~20,000 objects for a 25x25 maze)
Hmmm. Seems a bit high.
--
Robert Chaffe
http://www.donovansweb.com/~chaffe/
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Have you thought about using a hight field for the maze walls? Then you
could reduce the amount of objects and probably speed up the rendering.
This is the technique Gilles Tran uses for his building faces. You'd just
have to output an a bitmap instead, or do it with the new functions, which I
haven't tried yet.
--
#macro Q(A,E,W)box{-A/2,A/2pigment{rgb 9*W}translate E*A+W/1000}#end#macro
M(D,E)#local A=1/pow(3,D);#if(D<3)#local C=D+1;union{M(C,1)M(C,x+y)M(C,x+z)
M(C,y+z)M(C,x+y-z)M(C,x+z-y)M(C,y+z-x)M(C,x-y)M(C,z-x)M(C,y-z)M(C,y-x)M(C,
x-z)M(C,z-y)M(C,x-y-z)M(C,y-x-z)M(C,z-x-y)translate A*E}#else Q(A,E,x)Q(A,E
,y)Q(A,E,z)#end#end union{M(0,0)rotate<45,145,0>translate z*2}//Andrew
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On Fri, 4 Oct 2002 00:14:46 +0100, "Mark Hanford"
<mar### [at] theinternetcom> wrote:
>Hello, folks.
>
>I've just gotten around to creating a scene that I kind of like. It
>started off as an idea inspired by Greg's train-tracks, where I wanted
>loads of roads all over the place, and I stumbled across some
>algorithms for creating mazes. I naively Googled for "maze
>algorithm" and was soon myred in Kruskals, Aldus-Broders, the
>difference between Bias, Run and River, and other strangeness, and
>realised this could go too far!
>So I stuck to the first algorithm I found, and build some macros for
>POVing it up into an image...
>
>Now I want to add some more poses for my escaping stickmen, and for
>some reason I've made their torsos the same colour as the walls, so
>they blend in a bit too well... As you can see my lighting and
>textures a bit simplistic, but I might leave them as they are for now.
>
>If anyone's curious about the maze maker, take a peek at my old
>website www.sunmaster.pwp.blueyonder.co.uk/povray (how's that for a
>domain name!) where it can be seen in all it's glory. All the mazes
>
>And if ANYONE suggests I animate the people running around and
>escaping, I will throw all my toys out of my pram and scream. It's
>not going to happen.
>
>(btw, thats ~20,000 objects for a 25x25 maze)
This is waht I like about POV - it ain't just a renderer - its a whole
visualisation tool.
PS. I'd like to see them runn ...
--------------------
http://www.imbjr.com
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"IMBJR" <no### [at] spamhere> wrote in message
news:t0prpus3bobk3itkb40u78nnlabdtepca8@4ax.com...
> On Fri, 4 Oct 2002 00:14:46 +0100, "Mark Hanford"
> <mar### [at] theinternetcom> wrote:
>
> >Hello, folks.
> >
> >I've just gotten around to creating a scene that I kind of like.
It
> >started off as an idea inspired by Greg's train-tracks, where I
wanted
> >loads of roads all over the place, and I stumbled across some
> >algorithms for creating mazes. I naively Googled for "maze
> >algorithm" and was soon myred in Kruskals, Aldus-Broders, the
> >difference between Bias, Run and River, and other strangeness, and
> >realised this could go too far!
> >So I stuck to the first algorithm I found, and build some macros
for
> >POVing it up into an image...
> >
> >Now I want to add some more poses for my escaping stickmen, and for
> >some reason I've made their torsos the same colour as the walls, so
> >they blend in a bit too well... As you can see my lighting and
> >textures a bit simplistic, but I might leave them as they are for
now.
> >
> >If anyone's curious about the maze maker, take a peek at my old
> >website www.sunmaster.pwp.blueyonder.co.uk/povray (how's that for a
> >domain name!) where it can be seen in all it's glory. All the
mazes
> >
> >And if ANYONE suggests I animate the people running around and
> >escaping, I will throw all my toys out of my pram and scream. It's
> >not going to happen.
> >
> >(btw, thats ~20,000 objects for a 25x25 maze)
>
> This is waht I like about POV - it ain't just a renderer - its a
whole
> visualisation tool.
Innit just
> PS. I'd like to see them runn ...
I've been trying, I have been working on getting my people moving, and
running/walking/standing/etc are possible, but the transition from a
walk to a run to a stand...
Generally, I've been having more trouble creating a maze-solving algo
than I did making a maze-building one. I'm not sure if that's a
time-of-day problem or a total-lack-of-inspiration problem, but we'll
see.
Any help/clues greatfully received, (source on the website, and I'll
post in p.b.s-f if enough interest - as if)
--
Mark Hanford
www.hanfordonline.co.uk (sorry about the frames, they're just until I
justify to the wife the expence of the non-frames service...)
Post a reply to this message
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