Lately had fun with some procedural maze/labyrinth algorithms, let others have fun too!
PLS script takes as input a position, dimensions, wall segment class and used algorithm. Four algorithms implemented:
Randomized Kruskal's: fast, somewhat biased towards short dead ends ("kruskal").
Randomized Prim's: also fast and biased towards short dead ends ("prim").
Wilson's: slow, but unbiased/uniform results ("wilson").
Randomized Pseudo Prim's: Prim's with distinctive bias towards long open diagnonals due to additional conditionnot present in the original algorithm ("pseudoprim").
Installation / Usage:
For usage instructions and information of how to use the Confused Minotaur - Procedural Labyrinth Script please refer to the included documentation and/or example mission.
[(player modelToWorld [0,10,0]),120,120,"Land_PillboxWall_01_6m_round_F","kruskal"] call RYD_LAB_ConfusedMinotaur;
//[Bottom left corner position, x dimension (final dimension will be matched up to wall segment's bounding box real dimension), y dimension (ditto), wall segment class, used algorithm ("kruskal", "prim", "pseudoprim" or "wilson")]
License / Disclaimer:
- BI forums