Mazes are one of those ancient games that work equally well as art. To be honest, I haven’t solved many of the mazes I’ve generated with the C++/OpenGL maze renderer I wrote about last year. Especially the huge ones. I revisited my old code and added a few aesthetic touchups. First, I made sure there weren’t any islands in the maze by looking for orphan sets and randomly joining them to adjacent sets. Second, I added a splash of color and the ability to scale the maze up or down to accomodate mazes of tens of thousands of cells, or just a dozen. Here are a couple of colorful samples. I like the idea of generating massive algorithmic canvases that can end up as motion graphics installations or murals. Update — fixed a bug in the island handling and replaced images with fixed mazes.
The Native Inhabitant:
Computational biologist, IT generalist, maker of things.
Here be: dragons, bio + engineering + medicine + ethics, vegan eats and fashion, music and words, gadgets and software, photography, design, DIY/maker/hacker culture, NYC, running/fitness, cyborg anthropology, et cetera.
dp at danielpacker dot org