Game Dev Engine #11. Maze Generation.

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  • Опубліковано 27 вер 2024
  • 2023-10-07. I've been busy implementing a components system that includes a player & weapons ownership model along with physics, but it's not ready to showcase yet. My brother mentioned creating a maze generation program, which I had on my todo next list for simple showcase projects.
    What you see is a basic back-tracing maze generation method. I first learned of this algorithm from C. Regena from the TI-99/4A Home Computer TI BASIC programming books. I developed this in TI BASIC, TI Extended BASIC, GW-BASIC, Turbo Pascal, and now, finally, in C# using the MonoGame framework which is based on XNA.
    The implementation uses a C# co-routine using yield to return midway through generation, and an iterator to keep track of where it was. This is rather simple, but surprisingly adds a lot of complexity to the basic maze generation algorithm. If you look at my GW-BASIC videos, you'll get a sense of just how compact such an algorithm can be, when you don't have to twiddle around with GPUs and update/draw game programming patterns. Making this easy to do is one of the goals I have with my engine, the Xona System 8 -- but in general, having a canvas outside of the natural update/draw cycle is kind of hard to do without messy entanglement, while the BASIC languages makes it trivial.
    More to come. I have ideas on how to turn this into a game that may actually be fun.
    Playlists:
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    - Xona System 8: • Game Dev Engine #1. A ...
    - Voxel: • Voxel Engine #8 - Corr...
    - Ray Cast: • 3D Ray Casting Engine:...
    - Graph-All: • #1 Graph-All Equation ...
    - Scroll Shmup: • The First Pixel: Devlo...
    - Road: • Pseudo 3D Road #8 - in...
    - Arena Shmup: • Arena Shmup Demo #3 - ...
    - Wave Function: • A.I. Texture Generatio...
    - 3D Polygon: • 3D Polygon Engine #9 -...
    - GW-BASIC: • GW-BASIC - Escape From...
    Websites:
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    - GitHub: github.com/JDo...
    - Blog: thefirstpixel.com
    - Studio: xona.com
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