Re: NEW Dungeon Creation Algorithm, Article



At 8 Aug 2005 13:07:42 -0700,
Thomas wrote:

> (slow version, could be optimized!! a lot!)
> For every square on our grid, we compile a list of the "nearby" balls.
> We then add the threshhold of every nearby ball to a temporary integer
> and then subtract the distance to every ball from this integer. If this
> number is positive then we have a floor tile. if not we have a wall
> tile. Its that simple. This algorthim could be optimized and the math
> is probably a little off. There are algorithms you can find through a
> google search that will probably be better/faster and offer you much
> more control. My simple example does work and has been tested on
> QBasic. I will probably implement this for some levels in my upcomming
> game CHAZM!

What's the difference between this and just carving the balls in the rock?
You know, emptying all the tiles closer to the ball's center than it's
radius...

--
Radomir `The Sheep' Dopieralski @**@_
(nn) 3 Grin
. . . ..v.vVvVVvVvv.v.. .
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