Re: Pipmaze 0.2
Status: Alpha
Brought to you by:
cwalther
From: Christian W. <cwa...@gm...> - 2008-11-02 14:50:14
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Aidan Gauland wrote: > You should be able to just put the file "cmd.rb" in the same > directory as > "pipmaze.rb". Right, that worked (the file was in /Library/Ruby/Gems/1.8/gems/ cmd-0.7.2/lib/cmd.rb). When I ran "ruby pipmaze.rb 15 12", it stopped because I don't have a command-line version of POV-Ray installed. So I manually rendered the images. Your maze.ini file doesn't include an image size, is that intentional? I used 512x512. Then I moved the partially-generated Pipmak project out of the way and ran Maze> yload maze.yaml Maze> pipmak That produced a differently incomplete Pipmak project: the images were there now, but all the node.lua and main.lua files were empty. I combined the two projects into a working one by taking the "images" folder from the second and the rest from the first. Exploring the maze in Pipmak works well, only the exit mark is a bit inconspicuous - I missed it on my first exhaustive way through the maze, I only noticed it when I went straight there using the ASCII map. Perhaps the exit node could be distinguished somehow in the POV- Ray scene already, so that it is also recognizable from neighboring nodes? Your maze generation algorithm is good, it seems to generate more straight passages and less one-unit-long dead-ends than in the totally random mazes I used to get when I dabbled in maze generation algorithms. Next step - more interesting walls than polished marble cuboids? Hedges? Randomized wall heights so that you can see other parts of the maze from some locations? -Christian |