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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