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From: Paolo Gibellini
Subject: Re: Rectangular Mazes
Date: 13 Feb 2012 04:38:56
Message: <4f38da30@news.povray.org>
>Robert McGregor  on date 11/02/2012 19:23 wrote:
> To play with maze shadows I turned the maze boxes into "maze lamps" for this
> version. The floor also uses my original 100x100 unit orthographic example as a
> bump map.
> -------------------------------------------------
> www.McGregorFineArt.com
This is incredibly fascinating... perhaps better than the guy lost in 
the maze.
;-)
Paolo


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From: Samuel Benge
Subject: Re: Rectangular Mazes
Date: 13 Feb 2012 14:40:04
Message: <web.4f3966627cb043df3899271f0@news.povray.org>
@Robert, @Christian, thanks for the description! The idea might come in handy
next time I tackle Voronoi-based mazes.


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From: Paolo Gibellini
Subject: Re: Rectangular Mazes
Date: 14 Feb 2012 07:30:07
Message: <4f3a53cf@news.povray.org>
>Samuel Benge  on date 13/02/2012 20:37 wrote:
> @Robert, @Christian, thanks for the description! The idea might come in handy
> next time I tackle Voronoi-based mazes.
>
...tileable Voronoi-based mazes: a great wallpaper.
;-)
Paolo


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From: Roman Reiner
Subject: Re: Rectangular Mazes
Date: 14 Feb 2012 08:00:01
Message: <web.4f3a58fa7cb043df3ece0fa0@news.povray.org>
"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> For this image I used my 100x100 unit orthographic example as an image pattern
> mask to specify target boundaries for tracing 1.3 million tree instances down
> onto a plane, assembling a huge hedge maze.
> -------------------------------------------------
> www.McGregorFineArt.com


I just stumbled across this painting by Jacek Yerka which reminded me of your
image (or vice versa).

Regards Roman


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From: andrel
Subject: Re: Rectangular Mazes
Date: 14 Feb 2012 15:30:18
Message: <4F3AC455.90002@gmail.com>
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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From: Ive
Subject: Re: Rectangular Mazes
Date: 14 Feb 2012 20:34:54
Message: <4f3b0bbe@news.povray.org>
Am 11.02.2012 18:51, schrieb Robert McGregor:
> After I got it all working properly I started thinking about what I could
> actually /use/ this for (pigments, bump maps, image patterns, height fields,
> etc.) and began experimenting with various scene ideas. Here are some basic
> example mazes rendered with an orthographic camera; 8x8, 16x16, and 32x32 units
> respectively.
>
Nice ones. I like especially the lamp-mazes.

Now how about a 3D-maze?

Well, I understand that this would look like a simply box with two tiny 
holes but I find the idea of doing this and just *knowing* there is a 
maze inside quite tempting - for whatever strange reason.

-Ive


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From: Paolo Gibellini
Subject: Re: Rectangular Mazes
Date: 15 Feb 2012 02:58:44
Message: <4f3b65b4$1@news.povray.org>
>andrel  on date 14/02/2012 21:30 wrote:
> 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)
>
>
Interesting result!
Paolo


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From: Samuel Benge
Subject: Re: Rectangular Mazes
Date: 15 Feb 2012 11:50:01
Message: <web.4f3be2127cb043df192308220@news.povray.org>
andrel <byt### [at] gmailcom> wrote:
> 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.
>
> 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)

Ah, that's how I figured it might look, sans spherical distribution.

So far I've just been using the method where you grow walls from existing ones.
It works fairly well if you allow a wall to keep growing for as long as it can.


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From: Samuel Benge
Subject: Re: Rectangular Mazes
Date: 15 Feb 2012 12:20:00
Message: <web.4f3be9027cb043df192308220@news.povray.org>
Ive <ive### [at] lilysoftorg> wrote:
>
> Now how about a 3D-maze?
>
> Well, I understand that this would look like a simply box with two tiny
> holes but I find the idea of doing this and just *knowing* there is a
> maze inside quite tempting - for whatever strange reason.

That reminds me! A while back I was playing with Cave Demo by Tom Dobrowolski
which uses Ken Silverman's Voxlap voxel engine. Around that time I discovered
Jean-Michel Soler's 3D maze script for Blender, and thought the two combined
would be awesome... I was right :)

Any mesh can be converted into a 1024*256*1024 fully destructible voxel world,
though closed meshes work best. Attached is a screen shot showing an entrance (1
of 2) to the right and a blasted area to the left. The maze is solvable, and any
room within it can be accessed. For this particular model I displaced the
surfaces a bit, baked a procedural texture to the mesh and pasted a bunch of
markers all over it, though you can't see them here. Not the best vantage point,
I'll admit. It's something you would just have to play to appreciate :D

Voxlap:
http://advsys.net/ken/voxlap.htm

Cave Demo:
http://advsys.net/ken/voxlap/voxlap03.htm

Blender maze generator:
http://jmsoler.free.fr/util/blenderfile/labyrinthe/maze_generator.htm


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From: clipka
Subject: Re: Rectangular Mazes
Date: 16 Feb 2012 10:55:55
Message: <4f3d270b$1@news.povray.org>
Am 15.02.2012 18:18, schrieb Samuel Benge:

> Any mesh can be converted into a 1024*256*1024 fully destructible voxel world,
> though closed meshes work best. Attached is a screen shot showing an entrance (1
> of 2) to the right and a blasted area to the left. The maze is solvable, and any
> room within it can be accessed. For this particular model I displaced the
> surfaces a bit, baked a procedural texture to the mesh and pasted a bunch of
> markers all over it, though you can't see them here. Not the best vantage point,
> I'll admit. It's something you would just have to play to appreciate :D

Why does that remind me of TNT experiments in Minecraft? :-)


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