|
|
On Mon, 21 Feb 2000 12:11:51 -0600, David Fontaine wrote:
>"SamuelT." wrote:
>
>> Yes, I've thought of doing it that way.
>>
>> David Fontaine wrote:
>>
>> > But it's not really a maze, now, is it?
>> > One way of generating a maze is to go through the walls in a random
>> > order and knock it down if there is not already a path from the
>> > room on one side to the room on the other.
>
>Of course this is much easier to program for square mazes than hexagonal
>ones. I tried a while back to make a hex-maze generator using this
>algorithm, without success, but my logic skills are probably a lot better
>now :-)
Hint: don't make a hex-maze generator, make a triangle-maze generator.
The result is probably what you're looking for anyway, and the adjacency
might be a lot easier to calculate.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
Post a reply to this message
|
|