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- Path: sparky!uunet!mcsun!uknet!mucs!lucsand!anduin!bruce
- From: bruce@supr.scm.liv.ac.uk (Bruce Stephens)
- Newsgroups: comp.programming
- Subject: Re: MAZE
- Message-ID: <BRUCE.92Jul29114854@suprenum.supr.scm.liv.ac.uk>
- Date: 29 Jul 92 10:48:54 GMT
- References: <1992Jul23.145751.29068@wuecl.wustl.edu> <dfs.711915117@ro>
- Organization: Centre for Mathematical Software Research, Univ. Liverpool, UK
- Lines: 24
- Nntp-Posting-Host: supr.scm.liv.ac.uk
- Nntp-Posting-User: bruce
-
- >>>>> On 23 Jul 92 18:11:57 GMT, dfs@doe.carleton.ca (David F. Skoll) said:
-
- > In <1992Jul23.145751.29068@wuecl.wustl.edu> ppc1@cec2.wustl.edu (Peter
- > Pui Tak Chiu) writes:
-
- >>I am trying to write a 3D maze in which the player can move around as if
- >>he/she is "inside" the maze. (something like the adventure game ULTIMA
- >>when you are inside a dungeon...)
-
- > The basic idea is to draw a single cell's view, shrink the size
- > down, and keep drawing successive cells until a wall blocks the
- > view. You can also terminate after a fixed number of cells to limit
- > the distance a player can see.
-
- That works. For sensible mazes it looks fine, and worked quite fast
- enough in Basic on a BBC Micro when I wrote one ages ago. In fact, if
- you have a really good library you can probably find a listing of some
- version in one of the hobby magazines, because that's where I got the
- idea from.
-
- What it doesn't work on is mazes with open areas in them, so make sure
- you use a sensible maze generator that creates passages one-grid wide.
-
- Bruce
-