Zed A. Shaw
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04b16c75ad
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Undo the dijk test.
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2024-09-28 16:10:31 -04:00 |
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Zed A. Shaw
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68d6b9e90c
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If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
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2024-09-28 04:25:09 -04:00 |
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Zed A. Shaw
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997a3ab45b
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Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
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2024-09-28 04:07:32 -04:00 |
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Zed A. Shaw
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f48f9d9bc5
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If you just pick the wider of the dimensions then you get a more even spread vs random direction.
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2024-09-28 04:06:30 -04:00 |
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Zed A. Shaw
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5f09747109
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If you just pick the wider of the dimensions then you get a more even spread vs random direction.
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2024-09-28 04:01:29 -04:00 |
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Zed A. Shaw
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e1ebea7451
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Working mostly correct now, just need to tweak how it works more and work on connections.
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2024-09-28 03:58:26 -04:00 |
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Zed A. Shaw
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61d2747441
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It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first.
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2024-09-28 03:09:19 -04:00 |
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Zed A. Shaw
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56cc38006b
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NOTWORKING: Committing this so I can show the changes I made on the next stream.
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2024-09-28 02:44:36 -04:00 |
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Zed A. Shaw
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62195e6eea
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A dirty first cut at a single random horiz/vert split for the BSP algorithm.
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2024-09-27 18:42:32 -04:00 |
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Zed A. Shaw
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6cb3366912
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I can make a map with one room 'randomly' generated and calculate paths.
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2024-09-27 00:10:41 -04:00 |
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Zed A. Shaw
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8b67a25732
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Cleaned up the map for more work.
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2024-09-26 23:14:42 -04:00 |
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Zed A. Shaw
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4f863c2635
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Dijkstra thing is working on a sample map.
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2024-09-26 17:56:40 -04:00 |
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Zed A. Shaw
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ebb5360c5c
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Fixed the bug that made walls not receive the algorithm.
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2024-09-26 16:55:42 -04:00 |
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Zed A. Shaw
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4d748d1f48
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Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm.
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2024-09-26 01:22:25 -04:00 |
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