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

  1. #31
    Axes grinder- Dongle #99
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    Quote Originally Posted by XswampyX View Post
    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.
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
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  2. #32
    Super Member Kryslin's Avatar
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    Click image for larger version. 

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    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.
    --------
    My Scripts for Lightwave
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  3. #33
    Super Member Kryslin's Avatar
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    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.
    --------
    My Scripts for Lightwave
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  4. #34
    Founding member raymondtrace's Avatar
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    Wumpus on TI99/4A:
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    LW7.5D, 2015, 2018, 2019 running portably on a USB drive on an Amiga 2500 running Wine.

  5. #35
    Super Member XswampyX's Avatar
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    Quote Originally Posted by Kryslin View Post
    Click image for larger version. 

Name:	image000_003_web.jpg 
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ID:	142995
    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. #36
    Super Member Kryslin's Avatar
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    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.
    --------
    My Scripts for Lightwave
    Intel Core i7 960 @3.20 Ghz, 24 GB ram, EVGA 6GB GTX980Ti "Classified" driving 2 x HP LA2405.

  7. #37
    Super Member XswampyX's Avatar
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    Ladies and Gentlemen... I give you Amaze_V1.3D

    What a ball ache!

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

    Have a look and what do you think?

    Cheers!
    Attached Files Attached Files

  8. #38

    Looks Cool!  
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  9. #39
    Axes grinder- Dongle #99
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    Wow. I'm gobsmacked.
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
    Chard's Credo-"Documentation is PART of the Interface"
    Film the cops. Always FILM THE COPS. Use this app.

  10. #40
    Super Member XswampyX's Avatar
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    Quote Originally Posted by jeric_synergy View Post
    Wow. I'm gobsmacked.
    Haha.

    Interesting questions... get interesting answers.

    I'll PM you the Lscript.

  11. #41
    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. #42
    Founding member raymondtrace's Avatar
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    Quote Originally Posted by jeric_synergy View Post
    Wow. I'm gobsmacked.
    Quote Originally Posted by XswampyX View Post
    Interesting questions... get interesting answers.
    Still convinced you two have conceived and engineered a special place in hell. Have mercy on your souls.

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  13. #43
    Super Member Kryslin's Avatar
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    Quote Originally Posted by raymondtrace View Post
    Still convinced you two have conceived and engineered a special place in hell. Have mercy on your souls.
    What about me?
    Click image for larger version. 

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    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.
    --------
    My Scripts for Lightwave
    Intel Core i7 960 @3.20 Ghz, 24 GB ram, EVGA 6GB GTX980Ti "Classified" driving 2 x HP LA2405.

  14. #44
    Founding member raymondtrace's Avatar
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    Quote Originally Posted by Kryslin View Post
    What about me?
    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.

    Even PacMan had breadcrumbs.
    LW7.5D, 2015, 2018, 2019 running portably on a USB drive on an Amiga 2500 running Wine.

  15. #45
    Super Member XswampyX's Avatar
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    Quote Originally Posted by art View Post
    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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