
CMPLXM40.BAS - GW-BASIC, 320x200 perfect maze generation
This is a similar program to CMPLXM20, except it is using Tandy's 320x200 16-color mode, for twice the resolution (in 16 colors) of CGA. Also, since the 16 color palette can be changed, I made the generation (forward path) of the maze invisible, and only allowed the back-tracing render the maze visible.
Because of the speed of the PC-BASIC emulator, you can tell where the forward path is as it leaves little bits of back tracing everywhere. On my original Tandy 1000 SX, this was not so obvious, and I recall thinking the back tracing tidbits would appear almost randomly. I thought it was so cool that it appeared that the "AI" of this maze renderer seemed to just magically work as it filled in the last bits; of course, these calculations were already permanently set during the forward tracing.
Only one path is being traced at any give time, unlike CMPLXM20.BAS.
My playlists:
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- Voxel: https://youtu.be/watch?v=XCVWEuhCCDM&list=PLjnbT4UISq0bQF1g85tE9jTrKfEtdRYlY
- Road: https://youtu.be/watch?v=ck5ALX11YU4&list=PLjnbT4UISq0bnfd1RC3M4PgTgkmhlkikV
- Ray Casting 3D: https://youtu.be/watch?v=zjswXUTMP2o&list=PLjnbT4UISq0YcFtRFjFQqK0g6ONNCtrvY
- Side-Scroll Shmup: https://youtu.be/watch?v=fF4X8zN-Raw&list=PLjnbT4UISq0Y_7IAN_zUzxgZnfhXxo_0Q
- MonoGame Tutorial: https://youtube.com/watch?v=WW1dJnfXWb0&list=PLjnbT4UISq0adw__Y9B2eXA0LL35TyORU
My websites:
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- my GitHub: https://github.com/JDoucette
- my company: http://xona.com
- my Blog: http://thefirstpixel.com