Article View: rec.games.programmer
Article #1926Re: Maze Algorithms
From: Mark A Rebuck
Date: Mon, 11 Jan 1993 12:17
Date: Mon, 11 Jan 1993 12:17
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1890 bytes
In article <1993Jan10.092644.7165@athena.mit.edu> awmin@athena.mit.edu (Art Min) writes:
>Hello everybody,
>
>I was wondering what's an effecient way of keeping track of
>a maze in a programming sens. If I'm going to design a game like Wizardry I,
>you know a 3-D view, how should I keep the maze in memory? I mean
>how do you keep track of what walls are ahead of the player efficiently.
>
>Do you just keep in memory a little bit of the maze? What's
>an efficient way to represent it (each wall as a bit?) in the file?
>
>ANY INFORMATION will be GREATLY appreciated!!!!
>
>Thanks,
>
>Art
>awmin@athena.mit.edu
There was a FAQ about this subject a while ago.
I have it archived and could mail it to anyone who wants it.
I don't want to post it here since I am not in charge of maintaining it.
Send me mail (rebuck@cs.psu.edu) if you want it.
(BTW: Who is in charge of this thing now? I have'nt seen much about
it lately?)
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| Mark Rebuck | Some people say that daydreams are for all the |
| rebuck@cs.psu.edu | lazy minded fools with nothing better to do... |
| | So let them laugh, laugh at me... |
| 6502 forever!! | Jimmy Hendrix |
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!spool.mu.edu!uwm.edu!psuvax1!blue.crayola.cs.psu.edu!rebuck From: rebuck@blue.crayola.cs.psu.edu (Mark A Rebuck) Subject: Re: Maze Algorithms Message-ID: <C0ovGG.M74@cs.psu.edu> Keywords: maze algorithms Sender: news@cs.psu.edu (Usenet) Nntp-Posting-Host: blue.crayola.cs.psu.edu Organization: Little, if any. References: <1993Jan10.092644.7165@athena.mit.edu> Date: Mon, 11 Jan 1993 12:17:04 GMT Lines: 33