Trip mentioned one method in another thread that would be good for this (can you re-post Trip?).
I recently came upon an article about "Geomagic Squares" (similar to Sudoku magic squares), and they seem like a really useful method to combine pre-fabed shapes together.
Right now in school I'm learning the Unreal Dev Kit, so building shapes/floorplans/3d objects with pre-fabed pieces is heavily on my mind.
Here's one:
(http://www.geomagicsquares.com/images/gallery/3x3%20decominoes1.jpg)
And the story/links:
http://www.newscientist.com/article/dn20017
http://www.geomagicsquares.com/gallery.php
Ah now I get what you mean :)
Quote from: Triple Zero on January 27, 2011, 08:42:01 PM
Quote from: tjg92 on January 23, 2011, 08:57:26 PM
This thread has inspired me to do something I've been thinking about for a while, create a religion around mazes.
Your post reminded me that I recently came across a blog that dealt with maze generation algorithms.
I didn't bookmark it then, but fortunately it came up again on Reddit:
http://weblog.jamisbuck.org/
Of course, if you're not a coder, this will probably be abacadabra to you.
Your links about geomagic squares (that I will read later) seem more useful, though. These maze generation algorithms have different kinds of goals into what they should be: every square must be reachable, there must be only one correct path from Start to End, preferable the maze should be homogenic, like it has no preference for north-south corridors over east-west ones.
(http://jamisbuck.org/images/maze2.png)
I dunno, if I were to play a 3D shooter game, I'd get lost and bored pretty quickly, I think? Well, maybe not if you make every corridor and corner look different, perhaps.
Your tile-based algorithm seems real interesting, though.
Nice find on the geo-magic squares. I'm not entirely sure how they relate to maze-generating algorithms, but the math behind them is really neat.
<= needs to learn some discrete geometry.
Trip,
Oh, right now we're building an "RPG" level. But the UDK is pretty genre neutral, except that it comes with enough art and code to recreate a few of the FPS Unreal 3 levels, so your default character has a plasma gun..... it's up to the desingers to add anything to that. Right now we're learning level design, tho, so we're not touching on modifying other code (game rules/UI/etc) very much.
I really dig that maze article (and yeah, I'd use the two for different purposes).
I've got some more links to dig up on this topic, back later.
Mapping links:
! http://rpgcharacters.wordpress.com/maps/
http://paratime.ca/cartography/
http://www.thegriddle.net/mapper/
http://dizzydragon.net/adventuregenerator/home
Gygax's Dungeon Geomorphs:
http://www.acaeum.com/ddindexes/miscpages/dungeon.html
One Page Dungeons:
http://www.rpgnow.com/product_info.php?products_id=80569
more later
Quote from: Telarus on January 29, 2011, 03:01:40 AM
http://www.thegriddle.net/mapper/
I was going to post this but you already beat me to it. A friend of mine IRL made that app. The sticker: He doesn't even play D&D. :lol:
By the way, if you haven't checked up on it in a bit have another look. He's been updating it quite frequently, and he has a steady influx of new tilesets.
Also has a Like page on Facebook, if you're into that sort of thing. http://www.facebook.com/pages/Daves-Mapper/180436275332928
Double edit: http://www.davesmapper.com/ It'll be relocating to its own domain soon.