The bug last time in the roof thing: x and y were mixed up I fixed that, plus added texture coordinates and a roof texture Midterm review guide Can we dress up our maze algorithm as a building generator? It'll need a roof of some sort A floor probably shouldn't be bigger than the floor below it Usually, but not always true of buildings Might be good if it had a pitched roof Maybe later Windows: Easy answer: Exterior might have a window Could model this as a hole We could say it's a ruin... Could also have a window in the texture Partial transparency is possible too We haven't really done that yet Added bonus: The interior will be explorable Pitched Roofs: rise and run How many inches up per foot? 12/12 is a 45 degree angle You can't describe a wall this way Implication for texture: It'll affect our coordinates We can calculate how easy enough rise and run refer to the sides of the triangle Not the hypothenuse A minor problem: Scaling with multiple pitches Not really a problem if all roofs are pitched the same Could account for it by adjusting texture coordinates Variables in creating a segment for our building: Slope direction (or is it in the center?) Eves? If it's on the end or edge To avoid scaling problems: A separate eve function It'll have to have 4 directions possible Materials and product photos: A lot of the time, they're actually pretty good textures Usually copyrighted though Lab on this: Make a function that generates a building, given a width, height, and location A building can have either a rectangular or a round footprint It doesn't need to be crazy complicated or anything Just look like some kind of building You don't need to use the maze generator for the building Place 10 buildings of different sizes on some kind of ground, to make a village Should there be a lab on mazes? Probably It can run the week of the test