Maze solver

All about creating levels and level sets, custom elements and custom artwork.

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Guest

I need eye classes

Post by Guest » Mon Nov 28, 2005 9:35 pm

Thanks. Very good explaination.
May be my eyes are bad, but I cant see this in the editor.
Now I found it. You have to click on 'pickup element' and than to
the touching element.
Sorry, I need eye classes.

Btw: I upload a new version of "rndTest" now native for windows.

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Holger
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Post by Holger » Fri Dec 02, 2005 7:07 pm

Just a thought that came to my mind when reading this "Maze solver" thread again:

With the new CE action "restart level", it would be possible to randomly create a level the way Alan did in that BD2K3 level, then check if it's solvable using the "maze solver" technique and just automatically restart the whole level for the few percent of cases where it isn't solvable! :-)

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Post by Zomis » Fri Dec 02, 2005 7:58 pm

Good idea Holger!
And I think that somehow, it would be possible to generate new kinds of mazes... I'm still thinking about how though, I've learned how to generating nice terrain in a Delphi-game I'm building, the only problem would be implementing it in RND... but I guess that it some day will become possible... probably using the new CE Count thing...

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Alan
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Post by Alan » Sat Dec 03, 2005 12:11 am

:-) I've also done lots of terrain stuff in Blitz3D, probably very similar to your delphi project.

As for mazes, well it's all here in kind of pseudo code, it's just a case of getting your head around it...... CE wise

http://www.astrolog.org/labyrnth/algrithm.htm

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