dekkonot
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| Joined: 22 Dec 2010 |
| Total Posts: 6685 |
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| 28 Feb 2013 06:02 PM |
| What's the quickest way to check what walls are left in a cell I create? |
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mew903
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| Joined: 03 Aug 2008 |
| Total Posts: 22071 |
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| 28 Feb 2013 06:03 PM |
| I'm sorry, could you explain more? Are these terrain cells? In this case what are these walls you're talking about? |
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| 28 Feb 2013 06:03 PM |
Look at it and see if they are there.
By that I mean go to SH. |
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dekkonot
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| Joined: 22 Dec 2010 |
| Total Posts: 6685 |
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| 28 Feb 2013 06:07 PM |
| No, not terrain cells. They're maze cells, so there's six sides. I'm going to be making a random 3D maze generator, and I'm getting mad at the way I'm *currently* doing it. They're stored in a model-per-cell way, then in a cell-per-row way. I have the cells specified inside of a table as well. |
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mew903
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| Joined: 03 Aug 2008 |
| Total Posts: 22071 |
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| 28 Feb 2013 06:10 PM |
| Not much experience there. Use raycasting maybe? |
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dekkonot
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| Joined: 22 Dec 2010 |
| Total Posts: 6685 |
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| 28 Feb 2013 06:13 PM |
| That might work, actually. Maybe I could assign a number to each possible outcome. Sure, thats a few outcomes, but it's worth a shot, right? |
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| 28 Feb 2013 06:16 PM |
random storage suggestion
Make each cell a character in a multidimensional table. Each cell should have 64 possible values. (i.e. 2^6, or two to the power of the number of sides a square has) When you want to determine which sides have walls in a cell, use some function to extract the bits from the character. |
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dekkonot
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| Joined: 22 Dec 2010 |
| Total Posts: 6685 |
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| 28 Feb 2013 06:17 PM |
| That's a good idea. I'll try it. |
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Garnished
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| Joined: 09 Apr 2012 |
| Total Posts: 12695 |
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