|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
Attachments:
Download 'vxl50000.jpg' (62 KB)
Preview of image 'vxl50000.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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? :-)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
clipka <ano### [at] anonymousorg> wrote:
> 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? :-)
Thanks a lot, Christoph: because of you I feel terrible today :( I've run across
the name, "Minecraft," many, many times during countless searches, but always
assumed it was some sort of Starcraft sequel or knockoff. Now I know the truth,
but the truth is painful!
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 2/11/2012 16:21, Christian Froeschlin wrote:
> exercises in the introduction to computer science course I took way
There are a bunch of algorithms with different trade-offs.
https://secure.wikimedia.org/wikipedia/en/wiki/Maze_generation_algorithm
I generally go back to Prim's, because it's more flexible. For example, you
can put "no-go" zones, you can put "big open room" zones, and it's pretty
trivial to turn into a maze algorithm with bridges and tunnels.
--
Darren New, San Diego CA, USA (PST)
People tell me I am the counter-example.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 2/11/2012 10:23, Robert McGregor 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.
Very neat. I would love to see this sold as a poster.
--
Darren New, San Diego CA, USA (PST)
People tell me I am the counter-example.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 2/14/2012 12:30, andrel wrote:
> Attached is something I called Darrenworld, so I know at least one of the
> participants in that discussion.
I wondered how my name got in there! :-)
--
Darren New, San Diego CA, USA (PST)
People tell me I am the counter-example.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 19-2-2012 5:05, Darren New wrote:
> On 2/14/2012 12:30, andrel wrote:
>> Attached is something I called Darrenworld, so I know at least one of the
>> participants in that discussion.
>
> I wondered how my name got in there! :-)
>
At the time I did not know how to make a more real mountains and rivers
version, so I used cylinders and boolean expressions. Now I know. I am a
bit busy with a problem at my work, but soon I will make a more
convincing world, that will still carry your name. ;)
--
tip: do not run in an unknown place when it is too dark to see the
floor, unless you prefer to not use uppercase.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 2/19/2012 7:00, andrel wrote:
> On 19-2-2012 5:05, Darren New wrote:
>> On 2/14/2012 12:30, andrel wrote:
>>> Attached is something I called Darrenworld, so I know at least one of the
>>> participants in that discussion.
>>
>> I wondered how my name got in there! :-)
>>
>
> At the time I did not know how to make a more real mountains and rivers
> version, so I used cylinders and boolean expressions. Now I know. I am a bit
> busy with a problem at my work, but soon I will make a more convincing
> world, that will still carry your name. ;)
Awesome! I'll buy it from Zazzle or wherever you want to put it up. :-)
--
Darren New, San Diego CA, USA (PST)
People tell me I am the counter-example.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 19-2-2012 19:52, Darren New wrote:
> On 2/19/2012 7:00, andrel wrote:
>> On 19-2-2012 5:05, Darren New wrote:
>>> On 2/14/2012 12:30, andrel wrote:
>>>> Attached is something I called Darrenworld, so I know at least one
>>>> of the
>>>> participants in that discussion.
>>>
>>> I wondered how my name got in there! :-)
>>>
>>
>> At the time I did not know how to make a more real mountains and rivers
>> version, so I used cylinders and boolean expressions. Now I know. I am
>> a bit
>> busy with a problem at my work, but soon I will make a more convincing
>> world, that will still carry your name. ;)
>
> Awesome! I'll buy it from Zazzle or wherever you want to put it up. :-)
>
I am not good at texturing, but I'll try and publish the source (that is
going to be mainly a huge mesh I am afraid). Perhaps somebody else can
turn it into a nice scene with good textures, some icy poles and some stars.
--
tip: do not run in an unknown place when it is too dark to see the
floor, unless you prefer to not use uppercase.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |