[HN Gopher] Penrose Mazes (2020)
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       Penrose Mazes (2020)
        
       Author : 082349872349872
       Score  : 95 points
       Date   : 2024-12-28 10:09 UTC (4 days ago)
        
 (HTM) web link (justinpombrio.net)
 (TXT) w3m dump (justinpombrio.net)
        
       | CobrastanJorji wrote:
       | Neat!
        
       | Y_Y wrote:
       | I wonder if you could simplify the result by removing the
       | floating stars? They might be interesting for blocking sightlines
       | in a hedge maze but seem extraneous from above.
        
         | justinpombrio wrote:
         | I'm away tonight, but the source code is there if anyone wants
         | to make that change. I imagine it would make the mazes a lot
         | smoother.
        
       | trimethylpurine wrote:
       | > _It is colored to make the solution apparent._
       | 
       | Not apparent enough. I spent five or ten minutes finding dead
       | ends in the green area and gave up.
        
         | justinpombrio wrote:
         | Walk with a green wall to your right, and a blue or white wall
         | to your left. It's a long path, but shouldn't be too hard to
         | see?
         | 
         | I remember being amused that Paint's flood fill could be used
         | to solve mazes. It shows that flood fill is, worst case, as
         | hard as solving a maze, so it needs to do something like DFS or
         | BFS.
        
         | michaelcampbell wrote:
         | I still can't see it, and I'm not colorblind.
        
         | teraflop wrote:
         | Dead ends "in the green area" don't matter.
         | 
         | The green walls are contiguous (connected), and the blue walls
         | are also contiguous, but green and blue don't touch anywhere.
         | So the border _between_ the green and blue sections defines the
         | path.
         | 
         | If you made the maze into a physical model, with walls but no
         | floor or ceiling, the green and blue sections would "pull
         | apart" from each other along that border.
        
           | gcanyon wrote:
           | That blue and that green are... not very different.
        
       | Dwedit wrote:
       | Make it 3D and you'll be really really lost.
        
       | KurtGodelFC wrote:
       | There is an efficient way to generate a random maze!
       | 
       | First you create an initial maze, and randomly remove a wall.
       | This generates a loop in your maze. Then in the loop you randomly
       | add one wall, this removes the loop in the maze while keeping all
       | cells reachable. As you iterate this operation your maze will get
       | more and more different.
        
         | LorenPechtel wrote:
         | But how does that improve the maze?
        
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