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A little while ago there was a discussion of a maze pattern.
Well, the attached is a single CSG object, not a pattern, but it was
my first experiment with macros.
Worked out pretty well, but the parsing time is a tad high.
----------
Resolution 512 x 384
Time For Parse: 0 hours 22 minutes 57.0 seconds (1377 seconds)
Time For Trace: 0 hours 9 minutes 54.0 seconds (594 seconds)
Total Time: 0 hours 32 minutes 51.0 seconds (1971 seconds)
Official POV-Ray, on a Pentium III, 550 MHz, 128 Meg RAM
----------
Note that there is exactly one true path through the maze.
The macro takes parameters for number of rows and columns, and
a seed value for the random number generation.
Still need to work on:
- Splitting generation of data and creation of object, using a file to
store the data (to reduce parsing time between rendering attempts).
- Options for wall thickness and height, and for path width.
- Expanding my algorithm for a hexagonal shape (no promises!).
Any interest?
rc
Post a reply to this message
Attachments:
Download 'mazetest.jpg' (60 KB)
Preview of image 'mazetest.jpg'

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>
> Note that there is exactly one true path through the maze.
>
> The macro takes parameters for number of rows and columns, and
> a seed value for the random number generation.
>
> Still need to work on:
> - Splitting generation of data and creation of object, using a file to
> store the data (to reduce parsing time between rendering attempts).
> - Options for wall thickness and height, and for path width.
> - Expanding my algorithm for a hexagonal shape (no promises!).
>
> Any interest?
>
> rc
>
man... you are insane. in a good way though. can you make an addition that
will make something like a red path of dots that leads you down the correct
path?
ross
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"Robert Chaffe" <a0003738@airmail.net> wrote :
>
> Any interest?
>
Need you ask? Also, I would love to see this with some height, but I
doubt that you could get much of it in any sort of real scene. I don't
imagine that most renderings would use so many rows and columns so the save
data to file part might want to be an option.
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And a 3-D example.
This one is a bit more reasonable on the parsing time,
since it is only 13x13.
rc
Post a reply to this message
Attachments:
Download 'maze13.jpg' (37 KB)
Preview of image 'maze13.jpg'

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"Bill DeWitt" <the### [at] earthlink net> wrote in message
news:38b8a672@news.povray.org...
>
> "Robert Chaffe" <a0003738@airmail.net> wrote :
> >
> > Any interest?
> >
>
> Need you ask? Also, I would love to see this with some height, but I
> doubt that you could get much of it in any sort of real scene. I don't
> imagine that most renderings would use so many rows and columns so the
save
> data to file part might want to be an option.
>
I have posted another image that shows some height with a
slightly smaller maze.
My thought on the parsing time reduction was for possible uses of
a maze in an animation. The entire parsing time was for the
calculation of direction data. Since the direction data would not
change between renderings of scenes in an animation sequence,
it might be nice to just do those calculations once.
But you're right, most renderings probably don't need mazes that are
50x50 in size! Most of the details will be lost when viewed at an angle.
rc
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"Ross Litscher" <lit### [at] osu edu> wrote in message
news:38b8a455@news.povray.org...
>
> man... you are insane. in a good way though. can you make an addition that
> will make something like a red path of dots that leads you down the
correct
> path?
>
> ross
>
This isn't the first time my sanity has been questioned! :-)
I really like that "red path of dots" idea.
rc
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Robert Chaffe wrote:
> Any interest?
Yes, of course.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
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Robert Chaffe wrote:
>
> And a 3-D example.
>
> This one is a bit more reasonable on the parsing time,
> since it is only 13x13.
> rc
I like this one because I was able to solve it in about 2.5 sec. :)
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
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Oooo...
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Cool! If you scroll it up, in a short window, it looks like it is zooming
in...
"Robert Chaffe" <a0003738@airmail.net> wrote in message
news:38b8b3b2@news.povray.org...
> And a 3-D example.
>
> This one is a bit more reasonable on the parsing time,
> since it is only 13x13.
> rc
>
>
>
>
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Yes please
--
*************************************************************
http://www.minda.swinternet.co.uk/index.htm
*************************************************************
"Ken" <tyl### [at] pacbell net> wrote in message
news:38B8B7C8.AD67C43F@pacbell.net...
>
>
> Robert Chaffe wrote:
>
> > Any interest?
>
> Yes, of course.
>
> --
> Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
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But who is going to model Stuart Little? I could make the cheese.
Didn't know a maze could be plotted out mathematically, really cool thing Robert
C.
Bob
"Robert Chaffe" <a0003738@airmail.net> wrote in message
news:38b8b6a6@news.povray.org...
| I really like that "red path of dots" idea.
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Me too!
Greetings,
Rune
---
Updated January 24: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!
Post a reply to this message
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Ken wrote:
>I like this one because I was able to solve it in about 2.5 sec. :)
>
Wasn't there a maze solving include file, posted somewhere about 3/4 year
ago?
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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ingo wrote:
>Ken wrote:
>>I like this one because I was able to solve it in about 2.5 sec. :)
>>
>
>Wasn't there a maze solving include file, posted somewhere about 3/4 year
>ago?
Found it:
Message-ID: <362AFF49.F4B8F49D@imerir.asso.fr>
Date: Mon, 19 Oct 1998 09:58:50 +0100
From: gemelli david
Newsgroups: povray.binaries.scene-files
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
Post a reply to this message
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ingo wrote:
>
> Ken wrote:
> >I like this one because I was able to solve it in about 2.5 sec. :)
> >
>
> Wasn't there a maze solving include file, posted somewhere about 3/4 year
> ago?
This one ?
Message-ID: <362AFF49.F4B8F49D@imerir.asso.fr>
Date: Mon, 19 Oct 1998 09:58:50 +0100
From: gemelli david <gem### [at] imerir asso fr>
Newsgroups: povray.binaries.scene-files
Subject: A little program to solve mazes with POVRAY 3.1
This is a recursive macro that solves the maze you described in an
array. Two files:maze.pov & maze.inc
Send opinions and ideas !
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
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ingo wrote:
> Found it:
> Message-ID: <362AFF49.F4B8F49D@imerir.asso.fr>
> Date: Mon, 19 Oct 1998 09:58:50 +0100
> From: gemelli david
> Newsgroups: povray.binaries.scene-files
I beat you by one minute :)
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
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Ken wrote:
>
>ingo wrote:
>
>> Found it:
>> Message-ID: <362AFF49.F4B8F49D@imerir.asso.fr>
>> Date: Mon, 19 Oct 1998 09:58:50 +0100
>> From: gemelli david
>> Newsgroups: povray.binaries.scene-files
>
>I beat you by one minute :)
>
:(
I should have known, useless to even try...
here is your price:
http://www.tk.xaxon.ne.jp/~ssshin/program/jisaku.htm
RC Sim: a rollercoaster track construction program for POV.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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ingo wrote:
>
> Ken wrote:
> >I beat you by one minute :)
> :(
> I should have known, useless to even try...
I like to keep you busy :)
> here is your price:
> http://www.tk.xaxon.ne.jp/~ssshin/program/jisaku.htm
> RC Sim: a rollercoaster track construction program for POV.
I can only make out about 2% of the text on that page. Any idea what
platform that program runs on ? I notice the file is compressed in
.LZH format which usually indicates it is not a Windows application.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
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Ross Litscher wrote:
>
> >
> > Note that there is exactly one true path through the maze.
> >
> > The macro takes parameters for number of rows and columns, and
> > a seed value for the random number generation.
> >
> > Still need to work on:
> > - Splitting generation of data and creation of object, using a file to
> > store the data (to reduce parsing time between rendering attempts).
> > - Options for wall thickness and height, and for path width.
> > - Expanding my algorithm for a hexagonal shape (no promises!).
> >
> > Any interest?
> >
> > rc
> >
>
> man... you are insane. in a good way though. can you make an addition that
> will make something like a red path of dots that leads you down the correct
> path?
It's called crumbs - breadcrumbs... you're in a maze with twisting
passages leading in all directions.
Where is Hans and Gretchel?
--
Børge Berg-Olsen
------------------------------------------------------------------------
+47 90 62 71 78 DoD#2101, NIC#015, Ducati M600, PJ#006, OGM#007
azo### [at] dod no, "Do one thing every day that scares you." --Mary Schmich
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On Sat, 26 Feb 2000 20:36:16 -0600, Robert Chaffe <a0003738@airmail.net> wrote:
>A little while ago there was a discussion of a maze pattern.
>Well, the attached is a single CSG object, not a pattern, but it was
>my first experiment with macros.
>Worked out pretty well, but the parsing time is a tad high.
>----------
>Resolution 512 x 384
>Time For Parse: 0 hours 22 minutes 57.0 seconds (1377 seconds)
>Time For Trace: 0 hours 9 minutes 54.0 seconds (594 seconds)
> Total Time: 0 hours 32 minutes 51.0 seconds (1971 seconds)
>
>Official POV-Ray, on a Pentium III, 550 MHz, 128 Meg RAM
>----------
>
>Note that there is exactly one true path through the maze.
>
>The macro takes parameters for number of rows and columns, and
>a seed value for the random number generation.
>
>Still need to work on:
>- Splitting generation of data and creation of object, using a file to
>store the data (to reduce parsing time between rendering attempts).
>- Options for wall thickness and height, and for path width.
>- Expanding my algorithm for a hexagonal shape (no promises!).
>
>Any interest?
Yes.
Saving data to file is a good idea, especially for those fly over
animations.
There doesn't appear to be a way in, so I couldn't do the
puzel, as I didn't know where the start point and end point
was.
--
Cheers
Steve email mailto:sjl### [at] ndirect co uk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
1:15pm up 1 day, 9:06, 5 users, load average: 2.02, 2.00, 1.92
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Ken wrote:
>I can only make out about 2% of the text on that page. Any idea what
>platform that program runs on ? I notice the file is compressed in
>.LZH format which usually indicates it is not a Windows application.
Its for Windows.
*.LZH seems to be quite popular in Japan. WinZip needs a plug in for it I
think, but Zip'n'all < http://www.zipnall.com/ > supports it directly and
is free.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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"Ken" <tyl### [at] pacbell net> wrote in message
news:38B### [at] pacbell net...
>
> This one ?
>
> Message-ID: <362AFF49.F4B8F49D@imerir.asso.fr>
> Date: Mon, 19 Oct 1998 09:58:50 +0100
> From: gemelli david <gem### [at] imerir asso fr>
> Newsgroups: povray.binaries.scene-files
> Subject: A little program to solve mazes with POVRAY 3.1
>
>
> This is a recursive macro that solves the maze you described in an
> array. Two files:maze.pov & maze.inc
>
> Send opinions and ideas !
Wasn't even aware of that one. It expects you to create the maze yourself.
Hmmm, perhaps a merging of the concepts...
rc
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"Steve" <sjl### [at] ndirect co uk> wrote in message
news:slr### [at] zero-pps localdomain...
> There doesn't appear to be a way in, so I couldn't do the
> puzel, as I didn't know where the start point and end point
> was.
Barely visible.
Enter at very top, near the middle.
Exit at very bottom, also near the middle.
rc
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Posted my Maze macro to povray.binaries.scene-files.
rc
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Robert Chaffe wrote:
>
> "Ross Litscher" <lit### [at] osu edu> wrote in message
> news:38b8a455@news.povray.org...
> >
> > man... you are insane. in a good way though. can you make an addition that
> > will make something like a red path of dots that leads you down the
> correct
> > path?
> >
> > ross
> >
>
> This isn't the first time my sanity has been questioned! :-)
>
> I really like that "red path of dots" idea.
>
> rc
well, it takes one to know one as they say!
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I just printed it so that my kids could solve it - is there a solution?
Mike
"Robert Chaffe" <a0003738@airmail.net> wrote in message
news:38b88e23@news.povray.org...
> A little while ago there was a discussion of a maze pattern.
> Well, the attached is a single CSG object, not a pattern, but it was
> my first experiment with macros.
> Worked out pretty well, but the parsing time is a tad high.
> ----------
> Resolution 512 x 384
> Time For Parse: 0 hours 22 minutes 57.0 seconds (1377 seconds)
> Time For Trace: 0 hours 9 minutes 54.0 seconds (594 seconds)
> Total Time: 0 hours 32 minutes 51.0 seconds (1971 seconds)
>
> Official POV-Ray, on a Pentium III, 550 MHz, 128 Meg RAM
> ----------
>
> Note that there is exactly one true path through the maze.
>
> The macro takes parameters for number of rows and columns, and
> a seed value for the random number generation.
>
> Still need to work on:
> - Splitting generation of data and creation of object, using a file to
> store the data (to reduce parsing time between rendering attempts).
> - Options for wall thickness and height, and for path width.
> - Expanding my algorithm for a hexagonal shape (no promises!).
>
> Any interest?
>
> rc
>
>
>
>
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"Mike Weber" <mik### [at] pyxis com> wrote in message
news:38b97793@news.povray.org...
> I just printed it so that my kids could solve it - is there a solution?
>
> Mike
>
My algorithm should produce exactly one solution.
Took me awhile to find it, but there is one.
rc
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Good work Robert. I had an idea of making the solution with a variation of
the recursion macro; differencing the solution from the walls to make one
path that went through. Problem would be that there might be other
solutions.. .oh well.
Robert Chaffe wrote:
> <snip>
--
Samuel Benge
E-Mail: STB### [at] aol com
Visit the still unfinished isosurface tutorial:
http://members.aol.com/stbenge
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Ok... what do I win?
Eric
--------------------
http://www.datasync.com/~ericfree
--------------------
"The whole problem with the world is that fools and fanatics are always so
certain of themselves, but wiser people so full of doubts."
--Bertrand Russel
Post a reply to this message
Attachments:
Download 'mazetest_2.jpg' (56 KB)
Preview of image 'mazetest_2.jpg'

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On Mon, 28 Feb 2000 00:28:19 -0600, "Eric Freeman" <eri### [at] datasync com> wrote:
>Ok... what do I win?
>
A POVray sausage with only one end
----------------------------
dav### [at] cwcom net
http://www.hamiltonite.mcmail.com
----------------------------
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Børge Berg-Olsen wrote:
> <snip>
>
> Where is Hans and Gretchel?
>
I thought they got lost in a forest. I was thinking of Theseus, myself.
--
Josh English
eng### [at] spiritone com
"May your hopes, dreams, and plans not be destroyed by a few zeros."
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"Josh English" wrote:
>
>
> Børge Berg-Olsen wrote:
>
> > <snip>
> >
> > Where is Hans and Gretchel?
> >
>
> I thought they got lost in a forest. I was thinking of Theseus, myself.
>
Perhaps we need Minotaur in there.
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