![]() A maze basically consists of taking a grid of rooms each with four walls, and removing certain walls between the rooms until you get the maze. The one chosen is the recursive nested maze. There are very few algorithms that are suitable for generating mazes that are big in two dimensions and keep locality. Placing a wall at a certain location could divide the maze into two areas, and it's not possible to know whether it does without at least some knowledge of the structure of the rest of the already generated part of the maze.Īs a consequence, standard generating methods necessarily need to keep the whole maze in memory, which of course is not feasible for a 61000圆1000 maze in Minetest. Generating a maze is a very non-local process. However, due to the method of generation, I believe that within the 16385x16385 square that goes from 0 to 16384 in both directions, it's guaranteed that there's always a path from any point to any other point. Therefore, if a path from an arbitrary point A to another arbitrary point B needs to go through the area outside the 61840圆1840 map, there will be no path to go from A to B. The coordinates are truncated because the maximum size of a Minetest map is 61840圆1840. The maze is a subset of a bigger, 65537圆5537 nodes maze. ![]() It is intended to give the visual impression of an "infinite maze", while keeping some degree of credibility. This maze is not intended to be solvable. To use, create a new world and activate the mod before entering the world for the first time. Maze MapGen: Generate a world that consists of a 2D maze extending to the world's limits. ![]()
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