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Procedural Maze Generation

This is a game built for COMP521 at McGill University.

It features a procedurally generated maze which is different at every playthrough.

Playable build

Features

  • Procedurally generated maze
  • Full 3d environment
  • Enemies traversing the maze

Algorithm

The maze generation algorithm is based on an article by Bob Nystrom.

  • It first attempts to place N rooms of size MxM in the space.
  • It then places a single cell for the entry of the maze and one for the exit.
  • Then, we use a recursive backtracking algorithm to fill the empty space with a spanning tree.
  • We pick random unvisited points and call the recursive algorithm until all empty spaces are full
  • We then create a single door between every room and one of the hall ways near it and also with the start and end point.
  • We then start caving in dead ends by start at a dead end and removing cells until we hit an intersecction.
  • We cave dead ends until we are left with a specified amount

Screenshots

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Procedural Maze Generation in Unity3D

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