Ramble is the name I've given to a computer game I'm writing for my kids (in Tcl/Tk, of course). I've begun posting a series of essays about the game's design on my weblog [http://foothills.wjduquette.com]; some of them delve into things of interest to Tcler's, so I'm going to put links to them here. -- [WHD] 1/8/2005: There's now a Ramble Home Page, with downloads: [http://www.wjduquette.com/ramble] * Background: [http://foothills.wjduquette.com/archives/000974.html] * Efficient Matrices: [http://foothills.wjduquette.com/archives/000975.html] (and tangentially on an efficient implementation of [fori]) * Randomness: [http://foothills.wjduquette.com/archives/000977.html] * Matrix Coordinates: [http://foothills.wjduquette.com/archives/000978.html] * On Visibility: [http://foothills.wjduquette.com/archives/000981.html] * Ramble 0.1: [http://foothills.wjduquette.com/archives/000986.html] * Key Sequences: [http://foothills.wjduquette.com/archives/000987.html] (has some obscure details about multiple-key event bindings) * Ramble 0.2: [http://foothills.wjduquette.com/archives/000992.html] * Things to Avoid: [http://foothills.wjduquette.com/archives/000993.html] * Quest: [http://foothills.wjduquette.com/archives/000996.html] (an earlier attempt of mine at a tile-based game) * Maze Generation 1 [http://foothills.wjduquette.com/archives/001000.html] (Basic mazes--and hey, there's Tcl code!) ---- '''Maze Generation''' [DKF]: ''I'd add comments on your blog pages, but then I'd have to futz around with creating an account for myself...'' I've done quite a bit of work on the automatic generation of random mazes in the past. It turns out that (for dense mazes of the sort you seem to be using) there is a way to do the random generation that makes them random in a, well, pleasing way. The key thing is that there is a tunable factor that seems to control how pleasing a maze is; too much one way and you get something very highly branching and where the "centre" of the maze is very easily findable, but too much the other way and you get very long (though twisting) passages with very few junctions. You can grab it off my webpages (and feel free to cannibalize bits out of it). [WHD]: I've been working on an essay about that on and off; the essay's coming together only very slowly, but the actual code is working pretty well. For my purposes, a plain maze isn't that useful; it's more what you do with it after it's been generated. Let me write it, and then you can tell me whether you've got anything I should look at. ---- [[ [Category Application] | [Category Games] ]]