really cool :D love that some graph theory got in there ^^ i had a lot of fun with that part of a course i took a while back :) would be interesting to think about if having eg a Hamiltonian path through eg a dungeon or other game map would be beneficial or not, and in what circumstances :)! thank you for sharing <3
Part 3 is mixed graphs, in which some lines between vertices are traded in for arrows? You can slide down that scree slope, but try as you might, you cannot ascend it. ;)
Copy/Paste Co-op are doing this with Islands of Weirdhope - pointcrawl maps with arrows instead of just lines to indicate changes of elevations or directions of currents!
We may end up with things that look more and more like directed graphs but which would make mathematicians tear out their own hair if they were offered up as such. (I am not now and have never been …)
What an interesting concept of visually interpreting/translating game maps into a different format!
Thanks!
Great article, thank you!
Thank you!
really cool :D love that some graph theory got in there ^^ i had a lot of fun with that part of a course i took a while back :) would be interesting to think about if having eg a Hamiltonian path through eg a dungeon or other game map would be beneficial or not, and in what circumstances :)! thank you for sharing <3
Part 3 is mixed graphs, in which some lines between vertices are traded in for arrows? You can slide down that scree slope, but try as you might, you cannot ascend it. ;)
Directed graphs! Would be fun.
Copy/Paste Co-op are doing this with Islands of Weirdhope - pointcrawl maps with arrows instead of just lines to indicate changes of elevations or directions of currents!
Thanks. May as well link: <https://davidblandy.substack.com/p/multi-purpose-maps>.
We may end up with things that look more and more like directed graphs but which would make mathematicians tear out their own hair if they were offered up as such. (I am not now and have never been …)