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    <title>DEV Community: Sean</title>
    <description>The latest articles on DEV Community by Sean (@3rdfoundation).</description>
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      <title>DEV Community: Sean</title>
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      <title>Kruskal + Weave Maze</title>
      <dc:creator>Sean</dc:creator>
      <pubDate>Mon, 29 Mar 2021 14:51:44 +0000</pubDate>
      <link>https://dev.to/3rdfoundation/kruskal-weave-maze-2jn7</link>
      <guid>https://dev.to/3rdfoundation/kruskal-weave-maze-2jn7</guid>
      <description>&lt;p&gt;Maze Generation.&lt;/p&gt;

&lt;p&gt;I am adding an "impenetrable" maze around the main game that players may stumble onto.&lt;/p&gt;

&lt;p&gt;I thought this would be straight forward. I implemented the easiest algorithm (back tracking) and then added code to solve the maze. That is when I discovered the easiest solution does not produce the branching variety I want.&lt;/p&gt;

&lt;p&gt;So then I went on a deep dive into maze generation algorithms. This is a deep rabbit hole.&lt;/p&gt;

&lt;p&gt;I've settle on the most interesting (and likely most difficult) algorithm: Kruskal + Weave.&lt;/p&gt;

&lt;p&gt;You can see it in action here:&lt;br&gt;
&lt;a href="https://weblog.jamisbuck.org/2011/3/17/maze-generation-more-weave-mazes.html"&gt;https://weblog.jamisbuck.org/2011/3/17/maze-generation-more-weave-mazes.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Now I just need to graft the ruby logic into my existing c++ maze logic...&lt;/p&gt;

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