Remarks: Processing Mazes
From Maze
(Difference between revisions)
(Update all images) | |||
| Line 1: | Line 1: | ||
| − | [Note 9 July, the quality of the prose took a step backward today as some crucial new ideas were introduced. This section is becoming highly visual, more images will be added before Tuesday.] | ||
| − | |||
The algorithm that defines the 10 PRINT maze exists independently from the Commodore 64 (C64) platform. In fact, the algorithm can be simply executed with a sheet of graph paper, a pen, and a coin to toss. The act of running the algorithm on a number of different platforms reveals what is essential to the algorithm from the specific constraints and affordances of the C64. The concision of 10 PRINT originates from its clever exploitation of the C64, as explained in section ??. For example, the code need not instruct the lines to wrap to the next line when they reach the edge of the screen because it's built into the system. The lines don't need explicit x- and y-coordinates because each character is drawn precisely next to the previous character to form the grid. More subtle defaults of the C64 include the color (light blue on blue) and the speed at which each new section of the maze is added. When 10 PRINT is ported to other platform, as demonstrated in section ??, these features of the C64 must to be defined consciously within the new platform. The precise color, resolution, and speed of the maze are open to new ideas. While many elements of the C64 program can be modified, some are constraints of the system. Primarily, the 40 x 25 character screen that defines the resolution of the grid is fundamental to the hardware architecture and defines the number of units that can comprise the maze. | The algorithm that defines the 10 PRINT maze exists independently from the Commodore 64 (C64) platform. In fact, the algorithm can be simply executed with a sheet of graph paper, a pen, and a coin to toss. The act of running the algorithm on a number of different platforms reveals what is essential to the algorithm from the specific constraints and affordances of the C64. The concision of 10 PRINT originates from its clever exploitation of the C64, as explained in section ??. For example, the code need not instruct the lines to wrap to the next line when they reach the edge of the screen because it's built into the system. The lines don't need explicit x- and y-coordinates because each character is drawn precisely next to the previous character to form the grid. More subtle defaults of the C64 include the color (light blue on blue) and the speed at which each new section of the maze is added. When 10 PRINT is ported to other platform, as demonstrated in section ??, these features of the C64 must to be defined consciously within the new platform. The precise color, resolution, and speed of the maze are open to new ideas. While many elements of the C64 program can be modified, some are constraints of the system. Primarily, the 40 x 25 character screen that defines the resolution of the grid is fundamental to the hardware architecture and defines the number of units that can comprise the maze. | ||
