Miscellany

Perfect Maze generation

Perfect Maze

Intro.

I enjoy to learn about algorithms and programming stuff. Back to 2019, I got a programming test for a job vaccancy (which I did not pass) but I was really proud at that moment for develop it in such a short time so I decided to post here what I did.

Functional requirements

  • A perfect maze generator
  • The game requires UI elements to change the width and height of the maze and regenerate the maze

A perfect maze is defined as having no loops or closed circuits, and no innacessible areas. In a perfect maze, any two points are connected through a singular, unbroken path. There are a lot of algorithms, I decided to create all of them to see the differences between them.

Week 1

For that week, I implemeted the basics: you can change the width and height of the maze and regenerate it. All the cells have information about their neighbours and walls (north, sourth, east and west wall).

Week 2

I developed the first algoritm: Hunt and Kill.

Week 3

I implemented two maze algorithms: Hunt and Kill and Recursive Backtracking. I also did a player controller and the logic to "win" in the game.

Final project

I finished the project with two algorithms implemented and this was my first project without academic purpose. I was really proud of it.

Future work

As I said before, this project was made early 2019 and I would love to redo it now that I have more experience with Unity.
Contact

I'd Love To Hear From You.

You can contact me by Twitter, LinkedIn or email.