#procedural generation

1 messages · Page 1 of 1 (latest)

oblique cedar
#

I meant like a procedural maze

#

shouldve mentioned that

oblique cedar
#

bru

serene wagon
serene wagon
# oblique cedar But *how*

You spend your time looking at tutorials on how to make procedural maze generation online, and with your circuit knowledge, recreate it in RecRoom

No one can really help you on this, only help you with specific things, like "Oh I'm trying to make this A* pathfinding algorithm, but I've having trouble on how I'm supposed to be able to store the path length for each node", in which someone like me would response "A List<Float> variable"

Stuff like this is very complicated and takes advanced circuit knowledge to be done fast

tired osprey
oblique cedar
#

the randomly generated maze is just walls moving at a 90 degree angle in one spot

oblique cedar
#

I meant generating, not one fixed area with rotating walls

oblique cedar
#

proceduraly generated maze is not always one size

bold lake
#

You would need a list of every possible position (list<Vector3>) a wall could be in and then create a program that will not only randomly put walls into each value in the list of positions, but also make sure that there is a possible path from the entrance to the exit

#

So good luck 😂

tired osprey
#

Your such a baddy little mama ❤️

vast rover