Subject: Re: [stella] Random maze From: KirkIsrael@xxxxxxxxxxxxx Date: 12 Sep 2003 19:56:45 -0000 |
> > >Yes - Maze Craze et al... (Your biggest hurdle is not the display, it's > >the RAM required to store your maze data. Maze Craze's maze is 23 rows > >high, or a minimum of 115 bytes RAM which is a pretty good chunk of your > >available RAM...) > > It only requires half of that much RAM. You start off with sort of a > pegboard like this: > > X X X X X X X > > X X X X X X X > > X X X X X X X > > Then you fill in the walls to make a maze: > > XXXXXXX X XXX > X X X X > X X XXX XXX X > X > XXXXXXXXXXXXX > > So you only have to store have of the squares. :oD > At the risk of missing the joke a little, I think that using the RAM for the playfield would be much faster in the kernal. A typical time/space trade off. On the other hand, you seem to describe a pretty good method for maze generation. (depending on if you want a maze with a single solution path, or just a corridor-like playfield) I think "Tunnel Runner" (see Atari Age for a screen shot of its 2D view) uses something like that, since it's the latter rather than a maze to solve. Ah, memories of this one type in text graphic program...not sure what magazine, but it would draw a maze, and then solve it, and you could watch the AI at work in both cases. -Kirk -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com BAR JOKE #11 A man walks into a bar. He has a few drinks and chats with the bartender. Later that night, he goes home and reflects on the poor decisons he's made in life. ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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