Tabletop Simulator

Tabletop Simulator

Random Maze Generator
6 Comments
Gikerl  [author] 8 Dec, 2016 @ 11:40pm 
Yeah its not very well optimized. If you alt box the maze, you can see why: There are a couple of hundred blocks ^^
TetRic 8 Dec, 2016 @ 3:35pm 
Very laggy but cool idea
Gikerl  [author] 20 Nov, 2016 @ 12:22am 
They are all solvable, 100% because of the type of generation. There are no islands that means every square on the board is reachable.

If anyone is interested in the technique behind it: Look up "Recursive Backtracking Maze Generation". It builds first builds a single random path until it reaches a dead end. Then the algorithm goes back and finds the first a spot where it can create a new path. This means every square is visitable.
Rice 19 Nov, 2016 @ 5:50pm 
I can't seem to get through the test mazes in the screenshots. The red square is awfully elusive...
Gikerl  [author] 19 Nov, 2016 @ 12:34pm 
Thanks :-)
Haha only a real evil person would do that.

You currently adjust the size by editing the scipt: Host -> Scripting -> 3rd line has an X and Y Value you can adjust. Not really nice but i will make it easier to access in the next update.
Ponylarity 19 Nov, 2016 @ 11:56am 
This is actually pretty damn awesome. potential use for a quick pick up n play DnD dungeon as well depending on how much you hate your players XD The adjustable size feature would be an amazing extra though!