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"Paint Build" cubes in scene editor?
Im developing a game in which ill be needing to make a large quantity of random 3d mazes. I was wondering is there a way to create cubes in a faster and cleaner looking way instead of making individual cubes? Basically im talking about "Painting" the cubes into the editor. I need to make sure the cube is 5high and 1wide.
Very interesting. Just to offer another way, I have myself started looking at random maze generation. There's not much info out there on this, but here's a couple of links, These may have some useful methods :
simple Depth-first search algorithm : http://rosettacode.org/wiki/$$anonymous$$aze#JavaScript
recursive subdivision algorithm : http://unifycommunity.com/wiki/index.php?title=$$anonymous$$azeGenerator
this may have some more detailed useful info : http://www.astrolog.org/labyrnth/algrithm.htm#perfect
http://en.wikipedia.org/wiki/$$anonymous$$ruskal%27s_algorithm
Answer by xSpectrum · Jul 23, 2012 at 02:28 AM
The only way that comes to mind is to just duplicate the previous cube placed (Ctrl + D). Unless there's some way that allows you to create your own brush in the Terrain menu, which (at least in 3.5) there isn't.
This is exactly what im doing now. $$anonymous$$y biggest issue is that the blocks do not line up cleanly. Theres always a gap or weird reflective glitches. The first maze i built by hand took roughly 8-10 hours to make and its' only 11x27. I was constantly moving,deleting, and resizing cubes. Im at that point in my game where ill need to develop full scale playable maps. Not the small dev build maps. Im looking to make at least two 100x100 maps for the first public beta test. If i was to do this by hand, then ill be seeing at least two week's worth of work. For the full release of my game i need to make around 30-40 maps ranging in size and different patterns. Then after i plan to release weekly free DLC with new maps,mechanics,items.
In summary i have a LOAD of work to do. lol. I just want to find a productive way to making 3D maze maps.
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