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Article #1926

Re: Maze Algorithms

#1926
From: Mark A Rebuck
Date: Mon, 11 Jan 1993 12:17
32 lines
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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From: rebuck@blue.crayola.cs.psu.edu (Mark A Rebuck)
Subject: Re: Maze Algorithms
Message-ID: <C0ovGG.M74@cs.psu.edu>
Keywords: maze algorithms
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References: <1993Jan10.092644.7165@athena.mit.edu>
Date: Mon, 11 Jan 1993 12:17:04 GMT
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