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Polyrinthes - Addon

What it does

Polyrinthe uses DFS to create 3D mazes using a generated seed.

How to use

  • On hierarchy add a Polyrinthe node.
  • Set the the settings you want in inspector.
    • The first marker3D should be the center of the bottom left front room of the cube.
    • The right one shows the right then you face the cube.
    • The up one shows the upper direction when you face the cube.
  • Now you can call generate(sizeP:int, new_seed:String = "") to generate the maze.
    • size corresponds to the number of room on an edge.
    • new_seed corresponds to the seed you want to use for the generation, empty or missing means a new one is automatically generated.
  • Then you can call display to display the actual maze.
  • Don't forget to call clean() when you need multiple call to generate() -> display().
  • Tags can be used to add specificities to rooms.

Examples:

Debug mode using a size of 15, without walls, generation layer by layer. Markers: First: (0, 0, 0), Right: (1, 0.707107, 0.707107), Up: (-1, 0.707107, 0.707107).

Debug_15x15_on_corner

Debug mode using a size of 5, with walls, without outWalls (-2). Markers: First: (0, 0, 0), Right: (1, 0, 0), Up: (0, 1, 0).

Debug_5x5_without_outWalls

Normal mode using a size of 5, with walls, with a scale of 2. Markers: First: (0, 0, 0), Right: (1, 0.707107, 0.707107), Up: (-1, 0.707107, 0.707107).

Normal_5x5_with_walls_scale_2_from_inside

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3D mazes generator.

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