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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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