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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