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<H1>[MUD-Dev] Re: AFAP: As fast as possible, non linear...</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: AFAP: As fast as possible, non linear...</LI>
<LI><em>From</em>: Mik Clarke &lt;<A HREF="mailto:mikclrk#ibm,net">mikclrk#ibm,net</A>&gt;</LI>
<LI><em>Date</em>: Tue, 15 Dec 1998 23:22:11 +0000</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
quzah [softhome] wrote:
&gt; 
&gt; Hiya all.
&gt; 
&gt; I'm finishing up a tiny maze generator, and all I need is a
&gt; tad bit of a speed gain. (Or more than a tad. :) I'm using
&gt; a 10x10x10 cube, generated a plane at a time (10x10). I am
&gt; linking them through one exit per plane (up/down), with the
&gt; bottom level's exit leading "out". Here's the basic rundown:
&gt; 
&gt; void mazePunch( char startX, char startY, char startZ, bool nuke){
&gt;    static char path[100];
&gt;    static char used;
&gt; 
&gt;    /* if nuke, zero the path, simple linear for() loop */
&gt;    /* then trash 'used' */
&gt; 
&gt;    /*
&gt;     startX and startY determine this planes 'current' location.
&gt;     {
&gt;     If any neighbor is zero (unused), note it (valid).
&gt;     Pick from the list of valid neighbors at random to use.
&gt;     Knock out the wall, them to us.
&gt;     Increment 'used'.
&gt;     If current == 0, increment 'used'.
&gt;     Knock out the wall, us to them.
&gt;     }
&gt;     {
&gt;     If no neighbors were zero, and we are zero, punch a hole
&gt;     from us to any valid neighbor (valid this time being an
&gt;     in bounds coord.) Increment 'used' since we are no longer
&gt;     zero.
&gt;     }
&gt;     if( used &lt; 100 )
&gt;        recursive call with new coords for x and y.
&gt;     else return
&gt;     */
&gt; }
&gt; 
&gt; That about does it. The only thing I don't like about it is that
&gt; that I have a crappy way of getting the new coords for the next
&gt; recursive call. I'm currently using:
&gt; 
&gt;    mazePunch( number_range(0,9), number_range(0,9), FALSE );

Thinking about it, I'm not convinced that your algorythm will always
generate a solvable maze.  Condiser:

 A-O-O-O O-O
   | | | | |
   O-O-O O-O
   |     | 
   O-O O-O-O
   | | | | |
   O-O O-O-O-B

I think this would meet your loop exit crietria (used = 100), but it is
not possible to get from A to B.  This could pose something of a problem
for your players...

Mik
-- 
<A  HREF="http://www.geocities.com/SoHo/Cafe/2260">http://www.geocities.com/SoHo/Cafe/2260</A>


</PRE>

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<LI><STRONG><A NAME="00963" HREF="msg00963.html">[MUD-Dev] AFAP: As fast as possible, non linear...</A></STRONG>
<UL><LI><EM>From:</EM> "quzah [softhome]" &lt;quzah#softhome,net&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: AFAP: As fast as possible, non linear...</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00966" HREF="msg00966.html">[MUD-Dev] Re: AFAP: As fast as possible, non linear...</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Tue 15 Dec 1998, 04:05 GMT
<UL>
<LI><strong><A NAME="00969" HREF="msg00969.html">[MUD-Dev] Re: AFAP: As fast as possible, non linear...</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Tue 15 Dec 1998, 10:01 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00967" HREF="msg00967.html">[MUD-Dev] Re: AFAP: As fast as possible, non linear...</A></strong>, 
Dan Shiovitz <a href="mailto:dbs#cs,wisc.edu">dbs#cs,wisc.edu</a>, Tue 15 Dec 1998, 06:18 GMT
</LI>
<LI><strong><A NAME="00968" HREF="msg00968.html">[MUD-Dev] Re: AFAP: As fast as possible, non linear...</A></strong>, 
Jon Leonard <a href="mailto:jleonard#divcom,slimy.com">jleonard#divcom,slimy.com</a>, Tue 15 Dec 1998, 07:27 GMT
</LI>
<LI><strong><A NAME="00972" HREF="msg00972.html">[MUD-Dev] Re: AFAP: As fast as possible, non linear...</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Tue 15 Dec 1998, 23:36 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00960" HREF="msg00960.html">[MUD-Dev] small dev-mud invite</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 13 Dec 1998, 23:28 GMT
<UL>
<LI><strong><A NAME="00961" HREF="msg00961.html">[MUD-Dev] Re: small dev-mud invite</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 14 Dec 1998, 03:42 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00955" HREF="msg00955.html">[MUD-Dev] Re: Hex grids.</A></strong>, 
quzah [softhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Sat 12 Dec 1998, 18:58 GMT
<LI><strong><A NAME="00952" HREF="msg00952.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Benjamin D. Wiechel <a href="mailto:strycher#toast,net">strycher#toast,net</a>, Fri 11 Dec 1998, 18:36 GMT
</LI>
</UL></BLOCKQUOTE>

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