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1 Nov 2024 19:16:22 EDT (-0400)
  Maze generation - maze-10x10.gif (Message 1 to 7 of 7)  
From: Peter Popov
Subject: Maze generation - maze-10x10.gif
Date: 23 Apr 2003 06:35:04
Message: <0qqcavcg5vro39lr62po6rkmagsa6g8g8h@4ax.com>
Hi folks.

Here's something I've been working on recently. What do you think?


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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maze-10x10.gif


 

From: mcavoys
Subject: Re: Maze generation - maze-10x10.gif
Date: 23 Apr 2003 07:38:24
Message: <3ea67aee.5017775@news.povray.org>
On Wed, 23 Apr 2003 13:34:39 +0300, Peter Popov <pet### [at] vipbg> wrote:


>Hi folks.
>
>Here's something I've been working on recently. What do you think?
>
It's very good Peter, but there are no entry or exit points. How are the paths
determined?

Regards
        Stephen


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From: Remco de Korte
Subject: Re: Maze generation - maze-10x10.gif
Date: 23 Apr 2003 08:07:39
Message: <3EA681E0.FE2D5118@onwijs.com>
About the maze or about the animation?

Peter Popov wrote:
> 
> Hi folks.
> 
> Here's something I've been working on recently. What do you think?
> 
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] vipbg
> TAG      e-mail : pet### [at] tagpovrayorg
> 
>   ------------------------------------------------------------------------
>                      Name: maze-10x10.gif
>    maze-10x10.gif    Type: GIF Image (image/gif)
>                  Encoding: base64


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From: Peter Popov
Subject: Re: Maze generation - maze-10x10.gif
Date: 23 Apr 2003 08:45:24
Message: <4i1davcfjfertr5qe7qq3uhanag0g9ou05@4ax.com>
On Wed, 23 Apr 2003 11:38:22 GMT, mca### [at] aolcom (S McAvoy) wrote:

>It's very good Peter, but there are no entry or exit points.

That's right, you're doomed to seek forever :)

Seriously, it's all a single maze so the entry and exit points can be
any two points in the maze or on the walls.

>How are the paths determined?

"Prim's Algorithm

"1. Maintain three sets of cells: IN, OUT, and FRONTIER.  Initially,
choose one cell at random and place it in IN.  Place all of the cell's
neighbors in FRONTIER and all remaining cells in OUT.

"2. While FRONTIER is not empty do the following:  Remove one cell at
random from FRONTIER and place it in IN.  If the cell has any
neighbors in OUT, remove them from OUT and place them in FRONTIER.
The cell is guaranteed to have at least one neighbor in IN (otherwise
it would not have been in FRONTIER); pick one such neighbor at random
and connect it to the new cell (ie knock out a wall)."


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: mcavoys
Subject: Re: Maze generation - maze-10x10.gif
Date: 23 Apr 2003 09:01:51
Message: <3ea68ea7.4454034@news.povray.org>
On Wed, 23 Apr 2003 15:45:09 +0300, Peter Popov <pet### [at] vipbg> wrote:

d?
>
>"Prim's Algorithm
>
Interesting I haven't read anything about it.

Regards
        Stephen


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From: Slime
Subject: Re: Maze generation - maze-10x10.gif
Date: 23 Apr 2003 12:12:56
Message: <3ea6bb88$1@news.povray.org>
> >How are the paths determined?
>
> "Prim's Algorithm


That's cool. I never thought of applying Prim's algorithm to maze creation.

 - Slime
[ http://www.slimeland.com/ ]


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From:
Subject: Re: Maze generation - maze-10x10.gif
Date: 26 Apr 2003 18:36:40
Message: <3eab09f8@news.povray.org>
Wow! I was just thinking making a Maze. some of my friends have won a
contest to build a real scale maze. They ask me to make a model of that
maze. I was just looking how could explain the rules. I'm planning to make
this model this summer.

Maybe I should send some pictures of the building process.





>
> >It's very good Peter, but there are no entry or exit points.
>
> That's right, you're doomed to seek forever :)
>
> Seriously, it's all a single maze so the entry and exit points can be
> any two points in the maze or on the walls.
>
> >How are the paths determined?
>
> "Prim's Algorithm
>
> "1. Maintain three sets of cells: IN, OUT, and FRONTIER.  Initially,
> choose one cell at random and place it in IN.  Place all of the cell's
> neighbors in FRONTIER and all remaining cells in OUT.
>
> "2. While FRONTIER is not empty do the following:  Remove one cell at
> random from FRONTIER and place it in IN.  If the cell has any
> neighbors in OUT, remove them from OUT and place them in FRONTIER.
> The cell is guaranteed to have at least one neighbor in IN (otherwise
> it would not have been in FRONTIER); pick one such neighbor at random
> and connect it to the new cell (ie knock out a wall)."
>
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] vipbg
> TAG      e-mail : pet### [at] tagpovrayorg


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