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Think Labyrinth: Maze Algorithms (astrolog.org)
64 points by lobo_tuerto on Aug 22, 2015 | hide | past | favorite | 10 comments



Every time these kind of submissions come around, I feel it necessary to give a shoutout to Jamis Buck's great series of blog posts and examples on the topic: http://www.jamisbuck.org/mazes/

Part of my undergraduate dissertation involved generating random mazes - and these articles were a godsend.


Somewhat off-topic comment from my experience in the Roguelike community: If you're a game designer, PLEASE DON'T PUT MAZES IN YOUR GAME!

(It's a terrible crutch and doesn't make the game any more interesting or challenging. The _ONLY_ exception I know of is the Baldur's Gate: ToB/Watcher's Keep maze level. That is deterministic and actually pretty well-planned out wrt. the no-magic vs. magic-allowed zones.Try it as a Sorcerer, I challenge you!)

That doesn't mean that programming a maze-generator isn't fun... just don't put in the final game.


The Modron Cube in Planescape: Torment was brilliant. Great place to level up and a ridiculously entertaining story.


The article "Visualizing Algorithms" by Mike Bostock has a fantastic section on mazes: http://bost.ocks.org/mike/algorithms/#maze-generation


A little bit off-topic but... what are the cognitive benefits of solving mazes? Would it be good to increase our concentration/focus on things?


Probably as with most problem solving, there are not many benefits apart from being better at solving the problem.

Sit down and have a conversation with another person and it will impact you a lot more.


Not exactly mazes, but there's a good talk on generating dungeon-like levels for a rogue-like in Python from PyCon 2014,

http://pyvideo.org/video/2582/castle-anthrax-dungeon-generat...


Just realized that a maze in a corn field is a maize maze. (Shower thoughts?)



I'd love these in SVG.




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