Maze Generation.
I am adding an "impenetrable" maze around the main game that players may stumble onto.
I thought this would be straight forward. I implemented the easiest algorithm (back tracking) and then added code to solve the maze. That is when I discovered the easiest solution does not produce the branching variety I want.
So then I went on a deep dive into maze generation algorithms. This is a deep rabbit hole.
I've settle on the most interesting (and likely most difficult) algorithm: Kruskal + Weave.
You can see it in action here:
https://weblog.jamisbuck.org/2011/3/17/maze-generation-more-weave-mazes.html
Now I just need to graft the ruby logic into my existing c++ maze logic...
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