Re: Pipmaze 0.2
Status: Alpha
Brought to you by:
cwalther
From: Aidan G. <wgs...@ih...> - 2008-11-03 08:54:23
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Christian Walther wrote: > 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? Yes, but on my installation of POV-Ray, it uses a default value in this case. Did it not on yours? > 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. That really weird. I couldn't reproduce this (don't you just hate that? :( ). I guess this one will have to remain mysterious, until someone can figure out what triggers this. > 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? Ok, added that to the development repository. > 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. Actually, I didn't come up with it myself, I just came up with the implementation. I found the algorithm (written in pseudo-code) at... http://www.mazeworks.com/mazegen/mazetut/index.htm > 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? I'll have to think about this. I like the idea of being able to see other parts of the maze from some locations, without being able to see how to get there. |