# Thread: HOW?: designing a 3 dimensional, zero gravity maze

1. Originally Posted by XswampyX
I just did!

Attachment 142980

I have the walls being built as walls. Ie no additional polys between nextdoor cubes.
And I have done the surfacing for the floor, left wall, right wall etc...
Incredible.

2. Interior preview of my effort

I'm using a rules based algorithm to generate my volume.
-Each maze should have 1 entrance and one exit.
-Each maze should be solvable.
-Each node of the maze can have a minimum of one entrance, and a maximum of three.
-No node can exit the volume besides the entrance and exit.

On a 4 x 4 x 4 volume, it executes pretty fast. I'm still not hitting all the cubes, though, and not arriving at a solvable maze.

I went for flexibility - you define the rooms and passages in layers, specifying a cell size. Script goes from there.

3. Also, as a side note...

One could use a dodechedron (12 sided platonic solid). Place a room at each point (total of 20), and draw a tube from each point to it's adjacent. Place the tubes in the background, boolean union, merge, thicken to hollow it out. Et viola, instant "maze". Note that this is more of a "deathmatch" arena (for those familiar with First Person Shooters) than a maze (it has no entrance or exit), and isn't even a new idea - A very old game called "Hunt the Wumpus" (around since 1975) uses this structure.

4. Wumpus on TI99/4A:

5. Originally Posted by Kryslin

Interior preview of my effort

I'm using a rules based algorithm to generate my volume.
-Each maze should have 1 entrance and one exit.
-Each maze should be solvable.
-Each node of the maze can have a minimum of one entrance, and a maximum of three.
-No node can exit the volume besides the entrance and exit.

On a 4 x 4 x 4 volume, it executes pretty fast. I'm still not hitting all the cubes, though, and not arriving at a solvable maze.

I went for flexibility - you define the rooms and passages in layers, specifying a cell size. Script goes from there.
If you are going to use a rule based system then I would think variable room sizes would be a good idea?

6. As the script is already giving me headaches, I'll consider it an upgrade once I get this b***h working right.

I'm probably going to have to alter how I'm placing my entrance and exit.

One other rule : No Loops.

7. Ladies and Gentlemen... I give you Amaze_V1.3D

What a ball ache!

Trying to get the maze tunnels to model and then switching to the maze walls.

Have a look and what do you think?

Cheers!

8. Looks Cool!

9. Wow. I'm gobsmacked.

10. Originally Posted by jeric_synergy
Wow. I'm gobsmacked.
Haha.

I'll PM you the Lscript.

11. This is very cool! I don't have a way of trying it now, how does the algorithm handle odd vs even number of divisions?

12. Originally Posted by jeric_synergy
Wow. I'm gobsmacked.
Originally Posted by XswampyX
Still convinced you two have conceived and engineered a special place in hell. Have mercy on your souls.

13. Originally Posted by raymondtrace
Still convinced you two have conceived and engineered a special place in hell. Have mercy on your souls.

Render of the starting position of my 3D maze, from Lightwave. 2nd Prototype script, more rules implemented. Still a fixed volume and cell size.
Textures are from the original Quake FPS Game. No radiosity, just direct lighting.

14. Originally Posted by Kryslin
You demonstrated some sense of humanity by acknowledging "the script is already giving me headaches". You should not fear being classed with J. Robert Oppenheimer.

My mind still hurts over the breadcrumb issue. Perhaps the traveled trail may be more easily defined if it were a sinking ship (slowly flooding corridors to encourage upward movement) or if the explored halls were littered with slain zombies.

15. Originally Posted by art
This is very cool! I don't have a way of trying it now, how does the algorithm handle odd vs even number of divisions?
Good question.

Anything even gets 1 added to it.

So not very well!

To be fair I could have just had everything multiplied by 2 and then a 1 added, but then it ends up twice the size.
This way, you put in 100 x 100 x 100 you get 101 x 101 x 101.

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