This is a game built for COMP521 at McGill University.
It features a procedurally generated maze which is different at every playthrough.
- Procedurally generated maze
- Full 3d environment
- Enemies traversing the maze
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