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0
votes
0answers
32 views

How do I procedurally generate a maze puzzle? [duplicate]

I am working on a puzzle game, with procedurally generated levels. I want each puzzle to look different while making sure there is a single right path to the exit. The idea is to have objects ...
3
votes
2answers
322 views

Non-perfect maze generation algorithm

I want to generate a maze with the following properties: The maze is non-perfect. Means it has loops and multiple ways to reach the exit. The maze should be random. The algorithm should output ...
0
votes
1answer
83 views

Get polygons points from an array of 0 and 1

I have an 2D array containing 1 for walls or 0 for empty cells. I can draw my maze by iterating through the map, placing a wall when map[x][y] is equal to 1 but I want to get the points of the ...
1
vote
2answers
316 views

Top Down bounds of vision

Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to ...
0
votes
1answer
327 views

Engine and level of detail for maze / labyrinth / dungeon scene?

My question is similar to these: Algorithm for generating a 2d maze To scene graph or not to scene graph? I.e. in this case should I use jme3 or some other engine (I heard unreal offers a free ...
8
votes
3answers
471 views

Pre game loading time vs. in game loading time

I'm developing a game in which a random maze is included. There are some AI creatures, lurking the maze. And I want them to go in some path according to the mazes shape. Now there are two ...
13
votes
2answers
330 views

Ensure house map maze with lifts can be solved?

In my game we see the floors of a house from the side, and the hero can take lifts -- a lift either goes up (to the next lift upwards), or down (to the next lift downwards), depending on the arrow as ...
9
votes
6answers
743 views

Solving maze without return ability

I need to write a program that will solve maze. Maze has graph structure, where each node - some room, and edges - exits to other rooms: Specification: We start from a random room. Maze has ...