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19 Apr 2024 10:33:54 EDT (-0400)
  Rectangular Mazes (Message 28 to 37 of 37)  
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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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Attachments:
Download 'vxl50000.jpg' (62 KB)

Preview of image 'vxl50000.jpg'
vxl50000.jpg


 

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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From: Samuel Benge
Subject: Re: Rectangular Mazes
Date: 18 Feb 2012 14:45:01
Message: <web.4f3ffedb7cb043dfe11bd4690@news.povray.org>
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!


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From: Darren New
Subject: Re: Rectangular Mazes
Date: 18 Feb 2012 23:00:44
Message: <4f4073ec$1@news.povray.org>
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.


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From: Darren New
Subject: Re: Rectangular Mazes
Date: 18 Feb 2012 23:04:10
Message: <4f4074ba$1@news.povray.org>
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.


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From: Darren New
Subject: Re: Rectangular Mazes
Date: 18 Feb 2012 23:05:41
Message: <4f407515$1@news.povray.org>
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.


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From: andrel
Subject: Re: Rectangular Mazes
Date: 19 Feb 2012 10:00:56
Message: <4F410EA7.1080309@gmail.com>
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.


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From: Darren New
Subject: Re: Rectangular Mazes
Date: 19 Feb 2012 13:52:16
Message: <4f4144e0$1@news.povray.org>
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.


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From: andrel
Subject: Re: Rectangular Mazes
Date: 19 Feb 2012 14:22:02
Message: <4F414BD8.30700@gmail.com>
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.


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