A very small part of the map
Part of the corresponding scene
by Graham Relf
A route actually taken on the short easy course
Buildings added 18.10.24
Non-orienteers can fall down into the mines
In reverse order of version numbers, so the most recent changes come first.
The version numbers are the dates of uploading (yy.mm.dd).
- 18.12.11: Foggy horizon now also applied to orienteering markers and start/finish banners.
- 18.12.10: Explorers may find helicopters on open ground. It is possible to board and ascend to get aerial
views of the terrain. This gives another way of studying the relationship between map contours and the ground
relief. Forward motion and altitude changes are always in steps of 10m. When the helicopter is brought back to
ground level it disappears, having flown back to its base.
- 18.12.8: Tidied ground tiles.
- 18.12.2: Independent check-boxes to control effects: detail level, fog and rain.
For programmers: how the fogging is done is described in detail
- 18.11.30: Now everything can be hazy at the horizon but only if max detail box is ticked.
- 18.11.27: Experimenting with making the horizon hazy so that objects do not appear too suddenly. So far
only buildings and paving are affected and the result is better for horizon ranges greater than 60m.
The j key does not work on paved areas (towns); a message is shown.
- 18.11.16: The status line for scene drawing now shows how many images were drawn to make the scene
(the number of calls to the drawImage method of the 2D context).
30 kilobytes, to 148kb and makes the initial start slightly slower. Previously scripts for mines and building
interiors were only loaded when needed but that could cause problems if the user was no longer connected to
- 18.11.9: There are now things to see inside buildings, including some potentially useful information.
- 18.11.7: (For non-orienteers.) The treasure chest now has a note in it which tells how to proceed
to a further stage, using an interesting feature I discovered on the map near Treasure Island.
Doors on all buildings can now be entered if you know their key codes (something for you to work out).
Buildings all have interiors to view. Leaving again through the door does not require a code.
For those without keyboards: tapping or clicking near the centre of the scene is equivalent to
the Enter key.
- 18.10.30: The vertical scale for drawing scenes has been increased by 20% which makes contour
effects more visible. This is possible now that users can scroll the scene up or down.
Every building has a 2m wide door on one of its sides, painted in a colour of its own.
These doors do not do anything yet.
The maximum-detail check box is now switched off whenever the page is refreshed
(previously its state did not change, confusingly). When the box is checked a new consequence is that
flat roofs are drawn on any buildings which the observer is looking down on.
- 18.10.25: When viewing the scene it is now possible to look up or down (+ or - keys or click buttons).
- 18.10.24: Towns now have solid buildings, if rather plain. They are each shown on the map and it is necessary
to navigate along the paved streets, avoiding the walls. Slightly ragged display and plain walls will be worked on
further in due course.
- 18.10.19: Some speed improvement in scene drawing. New check box for max. detail (avoids distant trees looking like a row of teeth on a comb).
- 18.10.18: This new "What's new" page. Links changed from http to https
- 18.10.16: New leafier tree type
- 18.9.1: Site made https, so browsers stop saying it is risky (it does not collect any data!)
- 18.8.15: Detailed route can be plotted at end of orienteering course
- 18.8.6: New role: expert orienteer sees simpler forest, harder to navigate
- 18.8.3: Users can exchange new courses in course planner role via a course management page
- 18.7.30: Orienteers can now choose a score event
- 18.7.20: Explorers only: treasure chest no longer disappears after it is first seen
- 18.7.14: V symbols (mines & ponds) turn with the map. Map no longer recentres as orienteers move.
- 18.7.3: Fix for arrow keys which were not recognised in some browsers
- 18.6.26: There is a green door in a wall for explorers to enter and see a different view. There is a way back!
Orienteers will not encounter the door, nor be distracted by other things aimed at explorers.
- 18.6.3: Experimental weather: explorers can see the effects of rain
- 18.5.22: Animate climbing ladder out of mines
- 18.5.20: Fixed bug in which nearest trees were scaled wrongly
- 18.5.18: Clearer forward motion in mines
- 18.5.17: Messages shown over image, not using alerts. URL myforest.uk shown in scene
- 18.5.15: Treasure hunt available for explorers. New URL myforest.uk
- 18.5.7: Explorers can fall into mineshafts (restoring some code removed in 18.2.20)
- 18.5.6: Depressions changed to rootstocks because graphics for depressions too difficult
- 18.4.20: Orienteers will see markers on a quarter of features not on their course
- 18.4.19: Bug fixed: blank screen due to position loss after slow turn by 360 degrees
- 18.4.18: Smoother contours, every 5th one thicker
- 18.4.15: Scarecrow added
- 18.4.10: Stride can be changed by user
- 18.4.7: Clearings tiled before mines - much better
- 18.4.5: Trees no longer in straight rows
- 18.3.31: Crude images for mines and ponds. New secret keys - see User Guide
- 18.3.26: Friendlier for smartphones (click near edges of image, bigger buttons)
- 18.3.21: Contour problem solved
- 18.3.17: Map can be turned. Visible range in scene adjustable to suit processor speed
- 18.3.13: Program structure improved
- 18.3.9: Textured ground. All point features displayed but rather crude
- 18.3.8: Trees and buildings now visible in the perspective view
- 18.3.7: Scene drawn in true perspective. Ground and boulders, other features to be added
- 18.2.28: Planner really can create new courses, persistent in most browsers
- 18.2.26: Changes in course.js to enable planners to create new courses
New sine and cosine arrays in observer.js to reduce recalculations
Bearing drifts randomly by up to 3 degrees on each step forward
- 18.2.24: Novice role shows position on map (can now compare novice/experienced on 1 course)
- 18.2.23: Start and finish banners
- 18.2.22: Route analysis table displayed when a course is completed
- 18.2.20: Improved clock. Selectable courses (2 so far). Steepness ahead affects speed
All reference to teleporters and cave interiors removed
- 18.2.18: Clock. Control card is punched when within 5m of correct control. Finish works
- 18.2.17: Roles take effect. 1 short course available. No card to punch yet
- 18.2.16: Role can be selected but does not do much yet
- 18.2.14: O-markers drawn at all point features (this is temporary, for testing)
- 18.2.13: New 3D plot
- 18.2.10: Several boulder images
- 18.2.9: Point features indicated by text in the scene ahead
- 18.2.8: Some standard map symbols for orienteering point features (no more red boxes)
- 18.2.7: Colours changed to ISOM2017 standard for O-maps. North lines added
- 18.2.6: terrain.js interpolates height for smoother contours
- 14.7.1: Animating down into caves
- 14.6.25: Cave entrances
- 14.6.24: Teleporters
- 14.5.14: First graphics, modularise
- 14.5.12: More object-oriented
- 1983: Original program in Basic & Z80 assembler for TRS-80 and Sinclair ZX Spectrum
Further enhancements being considered
- There are 2 main problems in drawing buildings. (a) When facing the middle of a wall some ground
tiles are drawn over the edge of the building. This is because the building's distance is reckoned
for its centre and those tiles are nearer and so drawn later. (b) Buildings whose centre lies behind
the observer are not drawn at all but part of a wall sometimes should be seen at the side of the scene.
Solutions for both of these problems are actively being thought about.
- The gaps in the ground cover are untidy. They are a compromise to avoid
slowing scene drawing too much. I am still thinking about ways to improve this.
- Need more variety of tree photos (8 types rather than the current 4).
- Add profile graphs to the results analysis for orienteers: compare crow-fly
profile with that of the route actually taken. Give some statistics of height gain
and loss (energy efficiency).
- The treasure hunt will continue to have further stages.
- Map movement could be speeded up by sliding the part that remains visible and only
drawing from scratch the newly revealed part.
No longer available