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In Response to PeterW

> // this part just moves the random point to left/right/up/down until a wall is hit


Hm, this gives you a bias towards walls that have a lot of material next to it... Not an easy problem to solve, just pointing it out.

The whole thing would be a pretty good example for what function pointers could be good for. Another optimization idea could be to put each type of condition into a different object definition, then pass those around as quasi function pointers. Not sure this would actually do more than pushing the loop into the engine though.

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