Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

Too much math too little time

Sign in to follow this  


I've trying to work on an algorithmic solver for dodecahellspawn, instead of the current roll-back-the-moves method, and boy has it been a mess. I think my group theory lessons were much too long ago for this.

Unlike the Honeycomb puzzle, the moves on the dodecahellspawn forms a non-abelian group, which makes things an order of magnitude more complicated. At least I've managed to convince myself that the texturing doesn't really affect the complexity of the solution at all. Ironically enough, it might actually make things easier.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!