algorithmic modeling for Rhino
After an intense, beginner style, use of grasshopper shared knowledge it's time to contribute with one of my works.
The objective is to make a perfect maze with the fewer short dead-ends (very bad looking). A maze is called perfect when you can pick two random points in it and still find a way between them.
Many maze algorithms exists, but they generate different "qualities" of perfect mazes. So I chose to implement the Recursive Backtracking because to me, it's a quite elegant solution and a quite simple logic. I had to translate code from Ruby (baah) to C# in the aim of creating a Mazificate O' Matic grasshopper block.
The block's output is the list of edges to be modified. I Z-extrude it to make it real, temporary solution.
You can grab more information on maze algorithms on this website :
Because it's holiday time, there is still some TODO on this definition :
Z-Extrusion failing with a sphere
- Mac Gros
Thanks a lot !
First of all thanks for all your kind comments, just seen'em.
I must admit that, Lucas Confurius, you touched a rather delicate point.
I updated the code and the grasshopper boxes to get the extrusion workings via a surface offset (lovely method, usable w/ a sphere). But I didn't cleaned it nor annotated it and I clearly made a mistake because of the Rows/Columns not working. I'll take care of this when my portfolio is finished, tough job.
And, to make this post even better, the new version is joined w/ render =D
Hey Mac Gros,
Amazing! Thanks for making it openly available.
Was wondering however if its possible to assign the number of rows and columns of the surface maze separately?
Very cool indeed!
hi! great work! very impressive!
I'm looking for a way to create a maze game in unity, could you tell me that is there any way to translate the C# code from GH to a Visual Studio C# code? What do I need to add or modify? I know it's the same language, but how do I do this transformation?
Only for school research.
Thank you very much, looking forward to you reply!