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Author Topic: Randomly generated maps and Crystal Space  (Read 3000 times)
FCP
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« on: February 09, 2006, 09:50:49 pm »

We're working on a project involving the use of modular items to create randomly generated maps. Our model has the map being generated the first time its loaded and then saved for future reference (in case of backtracking). The idea was inspired by the old X-Com game and is a cornerstone of the project we're working on.

The problem is we're having trouble working out how to implement this using CS. We took a look at walktest since it had an -infinite switch, but that doesnt actually seem to do what it says on the tin.

If anyone could give us a few pointers on how to proceed with this aopproach it would be useful, even just some links to tutorials and such.
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jorrit
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« Reply #1 on: February 09, 2006, 10:01:42 pm »

We're working on a project involving the use of modular items to create randomly generated maps. Our model has the map being generated the first time its loaded and then saved for future reference (in case of backtracking). The idea was inspired by the old X-Com game and is a cornerstone of the project we're working on.

The problem is we're having trouble working out how to implement this using CS. We took a look at walktest since it had an -infinite switch, but that doesnt actually seem to do what it says on the tin.

If anyone could give us a few pointers on how to proceed with this aopproach it would be useful, even just some links to tutorials and such.

Check out the new 'mazing' tutorial in the online documentation (http://crystalspace3d.org/docs/online/manual/). That tutorial is also included with the latest CVS of CS (not pseudo-stable). It also is an example of geometry generated by code.

Greetings,
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