Atom Posted December 4, 2014 Share Posted December 4, 2014 (edited) Hi All, I have my first success with generating objects using Python in Houdini and I thought I post a couple of images. The concept is that an ASCII based maze is generated internally with gaps and walls. The code converts gaps into roads and walls into grass. At each step in the maze neighbors are examined and a different tile type is used that fits requirement for that space in the maze. ASCII View: Top View: Camera View: The Basic Tile Set: pieces that make up the final image. Edited December 4, 2014 by Atom 1 Quote Link to comment Share on other sites More sharing options...
edward Posted December 4, 2014 Share Posted December 4, 2014 Cool! To solve the maze, you can use the Volume Arrival Time SOP. Quote Link to comment Share on other sites More sharing options...
Atom Posted December 8, 2014 Author Share Posted December 8, 2014 (edited) I have added a simple python based maze solver to the road generator. The solution acts as "high" roads. The path along the solution ares the elevated road segments. There is some logic in place to detect when a hill or ramp is needed to connect to the other low road segments. I have pulled in some more of eRacoon's tiles to support the new features. ASCII View: Camera Views: The branch rate parameter for the generation algorithm controls how straight or curvy the resulting maze ends up. The usable range is in the value of -10 to 10. Maze Branch Rate: 2 Maze Branch Rate: -6 Maze Branch Rate: 6 Revised Tile Set: Edited December 8, 2014 by Atom Quote Link to comment Share on other sites More sharing options...
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