Rapid maze traversal with incam

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Jonathan
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Rapid maze traversal with incam

Post by Jonathan »

I just generated a 10x10 maze, and turned it into a map with a spawn in the top left corner pointing down. Then I tried to reach the bottom right corner at just ~0.133… seconds per cell, or more specifically speed 2 and size 6 (the map has unit spacing), using the incam. What you see here is what happened when I recorded as well (and tried a 'few' more times).

Yes, the generation was a quick job. I didn't bother to name my map properly (although it can do) or use a the non-beta DTD, and the only reason the preview is 2-bit is because I ran it through OptiPNG.

Edit: forgot to mention incam. That's the interesting bit, because there's next to no time to react to most things, less than the typical reaction time. The incam is also quite sluggish for the purposes of what I was doing.
Attachments
Maze-0.aamap.xml
The map.
(5.23 KiB) Downloaded 194 times
Maze preview including solution.
Maze preview including solution.
armamaze.png (175 Bytes) Viewed 1577 times
armamaze.mp4.gz
Recorded in real time! Should play in fairly recent players on fairly recent computers.
(1.82 MiB) Downloaded 214 times
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2020
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Post by 2020 »

wow
i actually saw your mp4 file

looked a bit crazy
ehhe

um
can i ask how you recorded it
transcoded
etc?
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Post by epsy »

/me wonders at the fps as he cant even have that in 'normal' conditions

lol

edit: aww there's just missing a hud map :)
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Jonathan
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Post by Jonathan »

2020: The ugly way, using tools which I had nearby. I recorded from screen using the Snapz trial. Exported to a QT movie of PNG images, which is reasonably small, reasonably fast with a fixed filter, and open enough for VLC (or its underlying libraries) to decode it (and reencode).

epsy: I didn't use vsync, and it can produce a few frames between recorded frames. If you look closely you might notice that timing between frames can vary slightly.

epsy edit: Just a standard 0.2.8 release where I didn't find the setting for it.
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