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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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calcyman
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Posted: 24th Sep 2007 18:07 Edited at: 2nd Oct 2007 18:31
I have made a texture/bump map creator, which could be useful for liquid, energy etc. I even think it can be modified to generate nebulas. Here's the code:



You can play about with the functions as shown in the middle of the program. Also, the positions of the energy centres can be changed. At the minute, they resemble a gas mask.

the thread for my effect generator is on:

http://forum.thegamecreators.com/?m=forum_view&t=114687&b=1

EDIT: code updated to latest on this post

Edit: GUI updated

"I don't like it, and I'm sorry I ever had anything to do with it" - Erwin Schrodinger
calcyman
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Posted: 24th Sep 2007 18:18
I believe the best effect I created with it is this one:

It uses the tan function in both axes, and no intensityr# values. For more image outputs, see the main thread.

It has 11 interchangeable functions, and 5 interchangeable variables, each in 12 fields, making a total of:

(5^12)*(11^12) = 766217865410400390625 completely different images.

I think that that's a lot of "tweakables"

"I don't like it, and I'm sorry I ever had anything to do with it" - Erwin Schrodinger
Alsan
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Posted: 24th Sep 2007 18:42
That looks nice!

But you should use lock and unlock pixels:



It's way faster with that.

Visit my Forum [German]: www.jaf-entertainment.de
calcyman
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Posted: 24th Sep 2007 21:00
Whoa, I agree - Now I need to program the interface, so that the users can select the functions from within the exe.

"I don't like it, and I'm sorry I ever had anything to do with it" - Erwin Schrodinger
calcyman
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Posted: 24th Sep 2007 21:22 Edited at: 2nd Oct 2007 08:47
Ah, I now have the interface working:



It can now generate random effects.

EDIT: GUI updated

"I don't like it, and I'm sorry I ever had anything to do with it" - Erwin Schrodinger
calcyman
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Posted: 24th Sep 2007 21:30 Edited at: 2nd Oct 2007 08:55
A nice output is:

[4,1,5,2,4,1,5,2],[4,1,5,2,4,1,5,2],[4,1,5,2,4,1,5,2]. It generates a greyscale image (as all of the variable chunks are identical (each chunk responds to a different color diffuse)

You can keep a value the same as before by entering a 0 in the function. Alternatively, you can make a color have no diffuse by entering [0,7,0,7,0,7,0,7] in its data field.

I have now added a simple gradation that has been produced by it:
[4,7,5,7,4,7,5,7],[4,7,5,7,4,8,5,8],[4,8,5,8,4,8,5,8]

If you remove the "select effect type" prompt and the wait key command (at the end), it will automatically churn out a series of images.

Latest Release: (allows automatic sequencing and energy centres to be controlled from within the program)



This now requires 32 inputs, instead of 24, where the last 8 inputs control the energy centre positions, and 2 saturation constants. (setting them both to 1 causes the intensityr#,intenistyg# and intensityb# to all be equal)

Additionally here is an explanation of variables:



And of functions:



"I don't like it, and I'm sorry I ever had anything to do with it" - Erwin Schrodinger
Ric
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Posted: 25th Sep 2007 12:22
Very nice Calcyman - slightly fractal-esque. Also the first time I've ever seen anyone using the hyperbolic functions.

Diggsey
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Posted: 25th Sep 2007 21:10
Wow!
That's amazing, and a lot of variety as well It'll take a lot to beat it!

calcyman
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Posted: 25th Sep 2007 22:04 Edited at: 2nd Oct 2007 08:48
For easy re-creation, it now displays the parameters for each effect.
Use the following code:



"I don't like it, and I'm sorry I ever had anything to do with it" - Erwin Schrodinger
Plystire
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Posted: 28th Sep 2007 09:21
The one I made with your code, calcyman, looks like an old "UFO" photo.

Just put in 3 for every variable, and 6 for every function, lol.

Btw, nice effects, although for some reason the outputs don't look so great on my computer. (Not sure why)


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calcyman
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Posted: 28th Sep 2007 18:02 Edited at: 28th Sep 2007 18:51
New code for batch exporting:



It exports as .jpg's and takes about 1 hour for every 1000 produced. Each image takes up approx. 60KB, so overnight you could make a whopping 8,000 textures. The downside to this would be that it would take up half a gigabyte.

"I don't like it, and I'm sorry I ever had anything to do with it" - Erwin Schrodinger
Chris92
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Posted: 28th Sep 2007 19:26
Hi,

I've made a Program to create 2D Effects a few months ago. However, i didn't finish it and it has no export function. Maybe i'll add it in a few weeks...
I think i shouldn't post 4000 lines of code, so here's the download (I don't want to participate this challenge, i just want to show this)

http://www.christian-heicks.de/2Dem_2.rar (1,1 MB)
At the bottom of this page are screenshots(the page is in German):
http://www.christian-heicks.de/projects.htm
And here another screenshot:
http://www.christian-heicks.de/pic.png

If you wonder why the explosion effect isn't working, just set the trail length to another value(it's 0 from the beginning)

(Sorry for my bad english )
calcyman
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Posted: 29th Sep 2007 08:27 Edited at: 29th Sep 2007 08:32
In addition to my cool effects generator, I have made a texture merger. This can merge 2 seamless 256x256 images, effectively by applying one onto the other. The left output is the better one, but is more time-consuming.



I have included a picture, Comprising image 1, image 2, rich result and poor result.

Furthermore, You can use the results from my effects generator for the images. (They have to be scaled down to 256*256 first though)

"I don't like it, and I'm sorry I ever had anything to do with it" - Erwin Schrodinger
da power pwnerer
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Posted: 29th Sep 2007 14:49
Awesomeness


http://Freewebs.com/noobisoft
Come to Noobisoft's website today!
Mr Kohlenstoff
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Posted: 29th Sep 2007 16:01
@Chris92: Very cool program, really worth downloading.

@Calcyman: Indeed your program is very cool and also seems quite "powerful", but aren't "effects" by definition somehow animated?

I am also working on a program but I don't really believe that it will be finished before the deadline.

Ric
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Posted: 29th Sep 2007 18:44
Quote: "aren't "effects" by definition somehow animated?"


No, an effect doesn't have to be animated - you could apply effects to a static photograph, and they are still effects. An effect doesn't even have to be visual at all - it could be a sound effect, for example.

RedFlames
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Posted: 30th Sep 2007 13:56
I made an weird bloom effect, but no one will understand that code^^
but that doesnt matter, because it works quite OK with the test-image.



da power pwnerer
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Posted: 30th Sep 2007 16:17
Thats pretty cool, redflames


http://Freewebs.com/noobisoft
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calcyman
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Posted: 2nd Oct 2007 08:52 Edited at: 2nd Oct 2007 18:33
Finally, I have given my effects generator a more user-friendly interface. It is now 10x easier to alter effects, and the number of functions has doubled! It also includes buttons to swap colours, and a button for loading data that you have previously saved. I have attached the updated version to my first post as well:

I have fixed major and minor bugs, this is now V2 dated (02/10/2007)



"I don't like it, and I'm sorry I ever had anything to do with it" - Erwin Schrodinger
calcyman
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Posted: 6th Oct 2007 11:15
This is my final entry (V2.1) for the effects challenge. Quite a lot of bugs have now been fixed:



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Diggsey
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Posted: 8th Oct 2007 19:04 Edited at: 8th Oct 2007 19:06
@Calcyman - Effects generator
Pretty amazing, pretty, amazing Here is the best image I got:

The only problem was that it was difficult to work out what all the parameters did

@RedFlames - Bloom effect
Looks nice! I found it worked better with lower values (and of course I understood how it works)

@Calcyman - Image merger
Could come in useful, but wasn't really what I was looking for

The winner is...





Ric
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Posted: 8th Oct 2007 19:09 Edited at: 8th Oct 2007 19:10
Oops - ignore this!

Ric
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Posted: 8th Oct 2007 19:12 Edited at: 8th Oct 2007 19:12
Good job calcyman - very nice (and very unique) entry. You are now the new challenge setter and judge - what's it to be?

RedFlames
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Posted: 8th Oct 2007 19:30
I haven't expected anything else

And for next challenge:
- please less math-related stuff
- more 3d, i dont like 2d
- maybe physics , i love physics in games, but its math

but do what you want i'll try anything new

calcyman
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Posted: 8th Oct 2007 21:46 Edited at: 22nd Oct 2007 21:40
For the next challenge I want you to amaze me:

Quote: "Create a maze-solving program."


It should be able to solve a wide variety of different mazes, and (hopefully) find the shortest route.
I will be looking for efficiency, variety, speed and ease of use.

To qualify, it needs to be able to solve the following maze: (included as a .JPEG image)
It also needs to determine whether a maze is possible or not.

Green square = Start

Red square = End

Deadline, 2 weeks from now, 23rd October, 18:00 BST - to clear up any time-zone differences.

Good luck, and don’t get too lost.

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Xlaydos
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Posted: 8th Oct 2007 21:56
Nice challenge, i'm going to try to enter this

Are diagonal moves allowed? e.g square 1,1 is a wall, sqaure 2,2 is a wall, player is in square 2,1 can he move to square 1,2?
calcyman
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Posted: 8th Oct 2007 22:49
I don't think that you should be allowed to move diagonally when working with an orthogonal grid, because it would be impossible for an object in real life to squeeze through an infintesimal gap.

You are not restricted to 2D orthogonal grids though.

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Jeff Miller
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Posted: 9th Oct 2007 01:03
I think he means if you can move diagonally when doing so would NOT require moving through an infinitesimal gap. Your sample maze, for example, contains a wide enough alley in the lower left quandrant that would save a move in seeking the "shortest" route if diagonal movement were allowed.
Ric
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Posted: 9th Oct 2007 02:58
That's a great idea for a challenge - should be very educational!

For those, like me, who like to keep their code completely free from media, this code will generate the same maze calcyman posted above from within your code, and store it as image number 1:



Jeff Miller
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Posted: 9th Oct 2007 14:08
But I take it that the program would have to be able to read in other mazes to solve - to keep it honest. If data in the form of digits seems less media-like, one good way to generate the test mazes is to make them in a 32x32 cell grid in Excel, where you can color the cell backgrounds to easily see the bounding walls, open areas, start & end points as you design the maze, in addition to typing in the 0's and 1's, etc. Then export to a .csv file for your program to read in. It will just save the digits similar to the data statements you tacked on to the end of your code.
calcyman
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Posted: 9th Oct 2007 18:32
You can move diagonally in one operation, as long as you do not cross adjacent walls, and that you count the move as 1.414 instead of just 1 (as this is the actual distance).

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RedFlames
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Posted: 10th Oct 2007 18:56 Edited at: 10th Oct 2007 22:54
Hey i got my first rough version already

I tried to make it human-like (not an intelligent one ), so it will never find the fastest way

I hope I can enter anyway... if not, you probably can exclude me from this, as i'll never get it to finding shortest way XD

At the moment "he" checks the surrounding 8 fields, and randomly decides which passable way he will go. Also it remembers where it was, and how often it was there.

But atm there's a bug setting him to 0/0 and then he will probably stay there



( I hope its ok that i used your code, Ric, because im NOT using the DATAs in any other way, but finding them depending on image-color so i could also use real images and it would work, too)

EDIT: Updated Code.
Now you can set speed, 0 means just time and steps are shown, it runs at full speed. Fixed "hanging" by reseting his "conscience".
EDIT2: is there a bad word hidden in "gesch+windi+gke+it" or "schw+ank+ung" (without "+"?? had to change that ô.0

calcyman
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Posted: 10th Oct 2007 23:05 Edited at: 10th Oct 2007 23:09
Hmm, I think that it has good potential for game AI.

However, it seems that when he goes to the start location, as opposed to the finish location, it crashes, by setting its location to 0,0.

Moving the start location in the DATA statements can return interesting results, but they are terminated eventually (and seemingly randomly).

I see that you have also included diagonal movement. Good idea. However, I have noticed that it is able to walk through infintesimal gaps. (Like the diagonal wall in the maze provided)

A good program, but it would be better if it didn't jump to 0,0 occasionally.

EDIT: In your EDIT2 remark, you are correct, there is a bad word in the second word.

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Cave Man
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Posted: 11th Oct 2007 19:26 Edited at: 11th Oct 2007 19:27
I'll probably be entering this challenge. I'm working on my entry now. I came up with a pretty good solution for pathfinding, i just hope it'll work out...

Nice win by the way calcyman; your entry was really neat. I've got some good UFO pictures now

I'll have my current entry in pretty soon.
calcyman
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Posted: 11th Oct 2007 20:36
@RedFlames:

When I tried it the first time, it took over 10,000 steps.
The 2nd time was a lot better, with only 959 steps.

Your program seems to work best with a non-zero speed.

@Cave Man:

Thanks, and good luck in your maze-solving program.

@Everyone:

The best distance possible (using diagonals that do not scrape walls) is 111.484 steps.

If you achieve this I will be impressed!

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Doc Evil
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Posted: 11th Oct 2007 21:03
As I understand it, the programme can only move from square A to square C by first going to square B. This would be 2 operations and be a movement of 2 (see fig 1).

In figure 2, the programme could move from say square F to square E in 1 operation, but it would be equal to a movement of 1.414.


@ calcyman - Effects generator & new challenge

Very impressive images, and nice user friendly interface. I like the challenge you have set too. I'm new to DarkBasic, but think I could manage to produce something with my limited knowledge of the commands.

There is nothing wrong with me, I was just born on the wrong planet!
Ric
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Posted: 12th Oct 2007 14:31
Quote: "I hope its ok that i used your code, Ric, because im NOT using the DATAs in any other way, but finding them depending on image-color "


Of course - that's what I put it there for. Use it in any way you like.

Phaelax
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Posted: 13th Oct 2007 07:42
So can I just write an example using IanM's A* library? Surely that would solve any maze.


calcyman
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Posted: 13th Oct 2007 12:23 Edited at: 13th Oct 2007 12:25
@Phaelax:

Quote: "So can I just write an example using IanM's A* library?"


On andromedus.com it says that the no-media rule includes:

Quote: ".dll’s which cannot be guaranteed to exist on other users’ machines. For example, you may not enter code which requires Sparky’s Collision dll, as not everybody has it installed."


But that doesn't matter too much, as A* is just a simple algorithm which can be written in DBPro in a small amount of time.

And I'm not sure whether or not A* will solve ANY maze, as I don't think it can cope with a dynamic (changing) maze.

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RedFlames
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Posted: 18th Oct 2007 21:19
i just looked at my code for a minute, changed two numbers and fixed the reseting-bug
it still goes through some walls, but my two test-runs resulted in ~1800 and ~2200 steps... i know quite a lot for that maze, but i think its OK for nearly-random-movement

New Code:


a runningman
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Posted: 18th Oct 2007 21:54 Edited at: 19th Oct 2007 10:30
@ RedFlames: Sometimes the journey can be more interesting than the destination. I would much prefer to see something wandering round a maze exploring, than instantly transporting its self there.

I'm having real problems with the maze calcyman has supplied. My program works for most types of maze, but the open spaces in the example maze sends it into a real spin. The algorithm I had developed years ago, relied on the start and exit being on an outside wall. Having a start and exit in open space is a good challenge and I will be interested to see how people have solved it.
calcyman
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Posted: 18th Oct 2007 22:21
@redflames:

Please replace lines 67 & 68 with this code:

randomize timer()*rnd(500)/(rnd(100)+1)
randomize timer()*rnd(500)/(rnd(100)+1)

Or otherwise you might get a Division by zero error. The rnd() function CAN return 0, and it CAN return the maximum value.

I always end up with that error, and in my mind it needs to be sorted.

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Master Xilo
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Posted: 20th Oct 2007 14:29 Edited at: 20th Oct 2007 14:31
my one ( (c) By Luke810 and MasterXilo)



Quote: "print "left mouse button to calculate path from the current to the position you click on"
print "right and middle mouse button to change maze"
print "hold space when clicking to allow diagonal movement""




Ric
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Posted: 20th Oct 2007 23:51
Nice work Xilo/Luke.

Doc Evil
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Posted: 22nd Oct 2007 21:33
@ calcyman

I've spent the last two weeks creating a program to meet your challenge. I was just about to upload it, when I found an error. I know I can fix it, but it will take me another day to alter and then test. Could you please extend the deadline.

There is nothing wrong with me, I was just born on the wrong planet!
Doc Evil
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Posted: 23rd Oct 2007 14:34
@ calcyman:

This is my entry for the maze solving challenge. I've called it Mazemaster and it includes the following features:

* Load and save a maze in .bmp format
* Handles maze wraparound
* Solve a maze that is too large to display (grid size larger than 170x170)
* User can alter maze solving parameters
* Maze can be edited & created, including random generation
* Solves a maze by "walking" around corridors as if a robot or person
* Attempts to find the shortest path or gets very close

By playing with the parameters, it calculated a distance of 118.414 for your maze, but because it has a random element, it could possibly find the shortest if given more time.

@ everyone:

Hope you find the Doc Evil characteristics fun. I tried to document the program with plenty of rem's, but time was against me and so you may find some of the code a bit confusing. I didn't get chance to fully idiot test it, as Scott went missing

I would also like to improve on the program with the following:

1. Use a definite shortest path routine.
2. Give the user some control over random maze generation.
3. Put in an option to take over the world, but that would be just on my version.

There is nothing wrong with me, I was just born on the wrong planet!
Master Xilo
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Posted: 23rd Oct 2007 23:51
@ Doc Evil

Is there any non random pathfinding-logic in your maze solver?

I've never seen it solving the example/ default maze.

The max amount of steps I watched was 2500, I think, and it still hadn't finished/found the exit.


@ calcyman

When is the deadline?
calcyman
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Posted: 24th Oct 2007 13:22 Edited at: 24th Oct 2007 13:23
Deadline Reached

I have judged the entries that were posted to me, by RedFlames, Master Xilo and Doc Evil. I am delighted to say they all had unique features, and no two programs were alike in the slightest.

Unique good points:

RedFlames - Interesting AI routine, good considering you did it in a short amount of time.

Master Xilo - Ultimate path-finding routine, and very fast (30ms)

Doc Evil - An evil program, I liked the sense of humour

From the detailed analysis of these criteria:



I managed to derive the following result:



And came to this solution:


Runner-up:



and the winner is:



Very close (only 4% between you)


Excellent submissions, from all three of you, and I hope others will benefit from the AI that went into these programs.

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Ric
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Posted: 24th Oct 2007 14:04
Congratulations Doc Evil - it always amazes me when someone who has only been around for a couple of weeks comes and puts in such an adept enrty - you've either been coding sectretly in DBPro waiting to emerge onto the public scene, or you are a reincarnation of somebody else! What impressed me most was the user interface - with a fully operational text editor. I really didn't expect to find the cursor keys, backspace, home, delete, etc. all working perfectly to control the cursor and allow text input - very nice attention to detail!

I did have a go at this challenge privately, but failed miserably in the time I had - so I know how hard this stuff is.

I presume you know your responsibilities in setting and judging a new challenge?

@Calcyman: good job with the judging - very thorough!

Doc Evil
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Posted: 24th Oct 2007 21:25 Edited at: 25th Oct 2007 12:40
@ Master Xilo

Yes - One of the parameters lets you turn random move off for the "Boldly go" logic.



@ everyone

In my haste to upload the program before the deadline, I missed an error and so it can only generate a random maze once. I've fixed the "bug", but will not post an update until I've had chance to fully test everything. To correct the bug, enter moves#=0.0 at line 746 just after the If statement for testing mouse on the random maze generate button.

I would also like to supply instructions, an help file and will get the program fully documented with rem's.

@ Ric



My challenge is an Executive Toy Simulation in 3D

Read the details with the theme for "Mission Impossible" playing in the background.



Good luck and may the best man or woman or small hairy creature from Alpha Centauri, win.

There is nothing wrong with me, I was just born on the wrong planet!

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