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in order to create a proper building one cannot simply capture the fun rides of the park and merge them together by coincidence. hence, we decided to structure the object into cubes that serve as entities for living—in the following denoted as "pixels". the pixels are autarkic, thus they can be combined at will.

to allocate the pixels we created the following algorithm:

  • take the 11 major fun rides and determine their surface area.
  • set a standard width for all rides that sum up to the width of the big wheel.
  • stretch the surface area to fix the preset width.
  • calculate the number of pixels by multiplying the romance and myth factor of each ride.
  • allocate the pixels through a list of percental distribution units.

The following table summarizes all the factors that are used for allocating the pixels. Each line has to be 4 m wide to sum up to the width of the big wheel. This width is used to calculate the length based on the surface area. When a ride is to long, such as the roller coaster, we simply cut it to fit in the structure.
Furthermore, from our analysis we gathered numerical values from 1 to 10 for the myth and romance factors for the major rides. When multiplying the two factors we get the number of pixels. Since there would not be enough to cover the space we had to quadruple the result.

    length (in m) myth romance no of pixels (x4)
1. grand canyon 432 6 7 168
2. spreeblitz 450 5 8 160
3. stands 144 2 6 48
4. corsair 50 2 9 72
5. picadilly 340 3 8 96
6. big wheel 794 10 10 400
7. rail 2200 3 9 108
8. restaurant 950 4 2 32
9. oldtimer ride 140 2 8 64
10. western village 910 6 7 168
11. cinema 2000 360 2 3 24