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Re: attach one entity to another randomly at specific locations [Re: xbox] #417833
02/18/13 16:33
02/18/13 16:33
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
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Wjbender  Offline
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Joined: Mar 2012
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cyberspace
the maze is non solvable ..
i was making a small editor for it aswell..

you could look at how i use the cell lookup functions
to determine what model/intersections i want
to place at walls .. and then modify/add what you
need for capping dead-ends ..i know its not very clearrly
coded ..


Compulsive compiler
Re: attach one entity to another randomly at specific locations [Re: 3run] #417852
02/18/13 18:14
02/18/13 18:14
Joined: Feb 2010
Posts: 886
Random Offline
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Random  Offline
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Posts: 886
Let`s see who creates such (local) system first wink
That is a great idea for horror games ^^



Re: attach one entity to another randomly at specific locations [Re: Random] #417855
02/18/13 20:02
02/18/13 20:02
Joined: Feb 2010
Posts: 886
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Ok.
This is good enough to work with:
Random level creation



Re: attach one entity to another randomly at specific locations [Re: Random] #417857
02/18/13 20:12
02/18/13 20:12
Joined: May 2009
Posts: 5,367
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3run Offline
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3run  Offline
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Random@ hehe grin nice try man, but your code is useless, as it creates endless maze. You need to make sure, that your maze is solvable and closed as well.


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Re: attach one entity to another randomly at specific locations [Re: 3run] #417861
02/18/13 21:04
02/18/13 21:04
Joined: Feb 2010
Posts: 886
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Thats why I have the definition "doors".
If a block has the definition "doors = 1;" for example, means that the left opining of the block is connected to another. Which also means that I can easily close up the rest (unused) openings.
I will do that later.



Re: attach one entity to another randomly at specific locations [Re: Random] #417899
02/19/13 12:00
02/19/13 12:00
Joined: Mar 2012
Posts: 927
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Wjbender Offline
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create only one room at a time and prevent overlapping?
you could as i said pre define your room types
start with a grid of max blocks of level size then
create the first room of random type on the grid
then as you need a new room only create them on the grid
preventing overlapping by having each grid with
a variable used=1 or used=0 ... as for attaching
the correct type of rooms together that comes from
your room defenitions and current room and door
you enter .. i dont know what problems such an algoritj
would produce but i like pondering on it ..
perhaps someone comes up with a nice contribution
for something like that you wish to do....

@xbox i updated it to try and correct maze-solvability ...

edit..oh and think of the maze like hallways and
the open blocks between them you could add
rooms linking to the hallway center sections
rooms could contain stairs/elevators whatever you want

you simply have to add deadend checking and some
code for adding rooms into the empty centre blocks
linking to hallways if you decide to use that...

i find the seed generation of levels intresting
because as we all know for a small amount of code
we could generate very large or large anount of levels
it also saves space in the sense of pre made levels storage space..

by the way hallways dont even need walls ..the walls
could come from the rooms and simply add a roof ontop of it all
to form hallway roofs that way your hallways could
basicly be just simple flat blocks like roads you walj on...
i could ramble on but its up to you if and how you
decide to go forward

Last edited by Wjbender; 02/19/13 15:28.

Compulsive compiler
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