How To Build A Maze
mazeworks.com
mazeworks.com
Unfortunately, version two of program wasn't very pretty with all the little hacks and tweaks, but it did make fun mazes. Six or nine months later I got a call from someone wanting help with a Pascal program (I was one of the Pascal experts in the company at the time so I would get calls like this). As they described the program on the phone, I recognized it as my maze program. They said they got it off of the distribution tape for the TI Pascal compiler (I had programmed the program in Pascal). I was mortified that someone had made the ugly program a sample program for a TI product but at least it didn't have my name on it!
1. Mark a start point and an end point, and draw the solution using yellow marker. A moderately windy path will do fine. Don't overdo it, or you'll actually make it too easy.
2. Using the same yellow marker, draw branching paths off from the solution path, and make branches off the branches until the maze area is too cramped to draw more.
3. Draw walls with black marker between and around the yellow paths.
4. Amaze your friends.
http://www.astrolog.org/labyrnth/algrithm.htm
http://weblog.jamisbuck.org/2011/2/7/maze-generation-algorit...
The first link is interesting because it describes some maze toponomy (types and characteristics of mazes) The second has a lot of algorithm implementations with nice demos.
Fun stuff :)
https://www.youtube.com/watch?v=4zjPm39kPDM
Good stuff.
The Ruby community is really well-served by Confreaks [2] - they record and provide videos from many different Ruby conferences and have (over the years) expanded their remit to include Javascript, Scala and more.
[1] http://confreaks.com/videos/662-rubyconf2011-algorithms-is-n...
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
http://10print.org/http://retroplay.co/c64/ (click the play button for a C64 emulator)
There are some examples at the bottom of this page: http://www.brian-gordon.name/portfolio/maze.html
https://archive.org/stream/1981-12-compute-magazine/Compute_...
No stack, just generated the mazed directly in screen memory.
Here's the link: https://googledrive.com/host/0Bzr7EVRN_St0UkhIdUdrQ3o4T0E/in... (might load slowly in the beginning, give it a bit of time)
Source: https://github.com/arya-s/A1/blob/master/js/A1Maze.js
quickstart: https://github.com/thearn/game-of-life/blob/master/rule_stri...
1) Each cell in the maze is a set. 2) Randomize walls. Check if wall to be removed are already in the same set. Merge the set if wall is removed. 3) Repeat until entire maze is in one set.
DFS seems a bit odd for generation. For generating a solution, it would be what I would do.
http://weblog.jamisbuck.org/2010/12/29/maze-generation-eller...