Pipmaze 0.2

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Pipmaze 0.2

by Aidan Gauland :: Rate this Message:

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Hello,

  I've just released Pipmaze 0.2, and made a page on the Pipmak wiki:

http://pipmak.sourceforge.net/wiki/index.php/Pipmaze_maze_generator

Any feedback (positive or negative) would be welcome.  I posted about this
before, but without much explanation, and I think I just happened to pick a
bad time :)

  -Aidan


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Re: Pipmaze 0.2

by Andrea Viarengo :: Rate this Message:

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Nice works!

It works also in Windows:

http://rubyforge.org/frs/download.php/29263/ruby186-26.exe
http://rubyforge.org/frs/download.php/3940/cmd-0.7.2.gem
http://puzzle.dl.sourceforge.net/sourceforge/pipmaze/pipmaze-0.2.tar.bz2

install ruby
unzip pipmaze-0.2.tar.bz2 into folder  "pipmaze-0.2"
copy cmd-0.7.2.gem to "pipmaze-0.2"

run cmd.exe

C:\> cd ..../pipmaze-0.2
pipmaze-0.2> gem install cmd-0.7.2.gem

Successfully installed cmd, version 0.7.2
Installing ri documentation for cmd-0.7.2...
Installing RDoc documentation for cmd-0.7.2...

pipmaze-0.2> pipmaze.rb
Welcome to Pipmaze version 0.2
Maze> new 10 10
Maze> ascii
 _ _ _ _ _   _ _ _ _
|_   _ _ _ _  |   | |
|  _|  _ _  | | |_  |
|   | |_  |_ _|_| | |
|_| |_  | |  _    | |
|  _|  _ _|_  | |_| |
| |  _|  _ _ _|_ _ _|
| |_  | |_ _    |   |
|_  | |_ _ _ _| |_| |
|  _|_|  _ _ _ _|   |
|_ _ _ _ _ _ _ _ _| |
Maze>

But, why you have used Ruby (which is a script language too) and not Lua?
If the problem was only file writing, I have a pipmak addon to do that.

I think should be simple integrate with autocubic, and dinamically
generate nodes....

Bye

Andrea



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Re: Pipmaze 0.2

by Christian Walther :: Rate this Message:

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Aidan Gauland wrote:

>  I've just released Pipmaze 0.2

For those like me who have never used Ruby, and are too busy to spend  
the time to figure it out on their own at the moment, could you  
explain how to install the prerequisite "cmd" package?

 From the URL you provided, I downloaded a file named "cmd-0.7.2.gem".  
Unsure what to do with it, I discovered that there is a command-line  
tool called "gem". I tried "gem install cmd", and it seemed to  
download and install something, but trying to run Pipmaze still gives  
me the same error as before:

   buia:~/Desktop/Incoming/pipmaze-0.2 cwalther$ ruby pipmaze.rb
   Welcome to Pipmaze version 0.2
   pipmaze.rb:31:in `require': no such file to load -- cmd (LoadError)
        from pipmaze.rb:31

I'm using Mac OS X 10.5.5 and the Ruby that comes with it (ruby 1.8.6  
(2008-03-03 patchlevel 114) [universal-darwin9.0]).

  -Christian

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Re: Pipmaze 0.2

by Aidan Gauland :: Rate this Message:

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Andrea Viarengo wrote:
> It works also in Windows:
>
> But, why you have used Ruby (which is a script language too) and not Lua?
> If the problem was only file writing, I have a pipmak addon to do that.
>
> I think should be simple integrate with autocubic, and dinamically
> generate nodes....

I didn't use Lua because I didn't want to integrate it with Pipmak, and I used
Ruby because its object-oriented architecture made it very easy to organize
the maze data (into objects).


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Re: Pipmaze 0.2

by Aidan Gauland :: Rate this Message:

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You should be able to just put the file "cmd.rb" in the same directory as
"pipmaze.rb".  Try this and let me know if you have any trouble.  I seem to
remember reading somewhere that the Ruby install that Apple ships with
Macintosh doesn't have the Readline library, and doesn't let you load C
modules (so you can't just get Readline and install it yourself).

  -Aidan

Christian Walther wrote:

> For those like me who have never used Ruby, and are too busy to spend  
> the time to figure it out on their own at the moment, could you  
> explain how to install the prerequisite "cmd" package?
>
>  From the URL you provided, I downloaded a file named "cmd-0.7.2.gem".  
> Unsure what to do with it, I discovered that there is a command-line  
> tool called "gem". I tried "gem install cmd", and it seemed to  
> download and install something, but trying to run Pipmaze still gives  
> me the same error as before:
>
>    buia:~/Desktop/Incoming/pipmaze-0.2 cwalther$ ruby pipmaze.rb
>    Welcome to Pipmaze version 0.2
>    pipmaze.rb:31:in `require': no such file to load -- cmd (LoadError)
> from pipmaze.rb:31
>
> I'm using Mac OS X 10.5.5 and the Ruby that comes with it (ruby 1.8.6  
> (2008-03-03 patchlevel 114) [universal-darwin9.0]).


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Re: Pipmaze 0.2

by Christian Walther :: Rate this Message:

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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

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Re: Pipmaze 0.2

by Aidan Gauland :: Rate this Message:

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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.


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