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Text File | 1995-08-06 | 1.7 KB | 42 lines | [TEXT/R*ch] |
- An itty bitty bytes™ revival project.
-
- This is a 1991 Mark Frohnmayer source for a 3D, black abd white
- maze, which uses a 16 x 16 table to set bits for where walls are,
- which also determines which piture to use for the view.
-
- Navigation is made through keyPad hits, for direction.
-
- I simplified the source by putting it all in one, deleting some
- antique declarations, and sprucing up the source. The original is
- included.
-
- I also heavily commented a few parts. The maze starts off with
- "you" in the lower, left corner, facing "top". Run the program
- with the source opened in the editor, with the maze table visible.
- Once it starts up, drag the maze off to the right so that you can
- see the table. Knowing you start at botLeft, you can track your
- movements on the table. This gives rize to a possible addition to
- the program where you have such a "grid" map. I'm working on one,
- with 10x10 rects.
-
- Another possibility is a bigger maze. One could use "rinth", set
- up with the right sized squares, to draw a random maze that could
- be used as a table. More pictures or even pixmaps could be added.
-
- This could even lend itself to texture-mapped graphics. Maze
- shoot 'em ups are fairly common, these days, but there are few
- just plain maze games. Getting out of a complex one would be
- cool. Or how about a 3D "Snakes Alive"?
-
- [Ken, this program is as texture-mapped as it will ever be. It has
- *no* value for making a raycaster. As a grid-move-maze, it is ok,
- but a raycaster must start in another end. /Ingemar]
-
- Many aspects of this program bear an amazing reseblence to some of
- John Calhouns B/W source, though not as extensive.
-
- Mark had another source on AOL. He's no longer an AOL member, but
- maybe he still lives in Eugene?
-
- kenlong@netcom.com
-