Of all the algorithms, it generates the fewest dead-ends, and as a result has particularly long and winding passages. It’s fast, easy to implement, and generates mazes that are (to my eyes, at least) quite esthetically pleasing. The recursive backtracker was my go-to algorithm for years. I’m not just trying to drive traffic, here, I really do think you’ll get more out of the article by reading it at the source!) (Note: if you’re using a feed-reader, or reading this on a parasite-blog, you’ll probably be missing out on the Javascript demos. There are many algorithms to generate mazes from a rectangular grid, ensuring a. To wrap up the algorithm series, here’s a quick recap of each of the eleven algorithms: A graph traversal like this can be used to generate a perfect maze. Some possible topics include methods for rendering your mazes, ways to implement “weave” mazes (mazes where passages pass over and under other passages), non-rectangular tesselations, and so on. I intend to write more maze-related posts, too. I’ve had so much fun researching and implementing these! It’s been great to see some of you taking my advice and applying these to learning a new programming language, as well I really believe there is a lot of value to be had, there. Over the last six weeks I documented eleven different maze generation algorithms.
MAZE GENERATOR ALGORITHM HOW TO
Update (Sep 2015): If you want to know more about the algorithms described here, including how to employ them on hex grids, circle grids, triangle grids, and 3D and 4D surfaces, check out my book, "Mazes for Programmers", available now from The Pragmatic Programmers,, Barnes & Noble, and all other purveyors of fine programming books! It’ll give you block-wise schematics for the maze, and will require less mental translation than the demos here.) (Hello Minecrafters! Looking for random mazes you can build in Minecraft? Try this page I wrote.