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Currently mazes are generated using a single maze algorithm. It would be nice if there was a choice of different maze generation algorithms available. One benefit of this would be to create mazes with…
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Generates a maze with lots of passable blocks and not very many walls. The issue probably is not regarding our algorithm, more likely the implementation.
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Hi Mike, I have a question regarding visualization in python of your maze generation with a* start algoritm.
Is there a way to visualize the maze being solved in real time (i.e. show the grid with th…
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It would be wonderful to support all sorts of maze generation algorithms such as
- Depth First Search
- Kruskal's Algorithm
- Wilson's Algorithm
- Eller's Algorithm
- Prim's Algorithm
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* @ddauber recently posted some cool generated mazes in R on Twitter:
+ https://twitter.com/daniel_dauber/status/1501133268409847808
+ https://twitter.com/daniel_dauber/status/1500893541890932…
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### Your GTNH Discord Username
_No response_
### Your Pack Version
2.7.0-beta3
### Your Proposal
Quest "The Dark Realm" (id `AAAAAAAAAAAAAAAAAAABFw==`) asks the player to visit the outer lands (d…
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Here's a (not exhaustive) list of missing code listings in the book, some may refer to sections of the book that haven't been built yet:
- [x] Inheritance Example
- [x] Composition Example
- [x] …
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Generating links between stars is currently rather ad-hoc, randomly selecting a link and then pathfinding to check whether this results in an isolated region, repeating until the goal sparsity has bee…
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### 🎮 Game Request
A maze generation game using the depth first search algorithm.
for reference
![image](https://github.com/kunjgit/GameZone/assets/131836726/666f9476-a79c-413f-9871-dea0ab6c5ea4)…
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1. Remove global variables.
2. Implement `restart_game()` and `begin_game()`, where `restart_game()` stops maze generation, calls `maze.destroy()`, and then calls `begin_game()`.