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  <title>Bookmarks tagged with: maze</title>
  <updated>2026-07-27T13:09:31.159180Z</updated>
  <entry>
    <category label="maze" term="maze"/>
    <category label="algorithm" term="algorithm"/>
    <category label="generative" term="generative"/>
    <author>
      <name>pyrho</name>
      <uri>https://ln.ht/~pyrho</uri>
    </author>
    <content type="html">&lt;p&gt;
This paper addresses the synthesis of labyrinthine and maze struc- tures, which are represented as curves on 2D manifolds. The curves evolve based on a simulation controlled by spatially varying param- eters defined by texture maps. We introduce the graphics commu- nity to the fascinating area of maze art and present a model for the automatic generation of organic looking labyrinths and mazes. We also present a framework based on regions and patterns for the inter- active artistic control of NPR algorithms, such as ours, that evolve in both space and time. In the context of labyrinths, the framework provides the designer with control over both the path complexity and visual aesthetics as the curves evolve. The resulting labyrinths and mazes range from mathematically simple to intricately complex visual structures. Applications of the resulting curves include NPR, difficult to counterfeit imagery, environmental design and architec- ture, computer games and 1D parameterization of 2D manifolds.&lt;/p&gt;
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    <id>http://www.dgp.toronto.edu/~karan/artexhibit/mazes.pdf</id>
    <title>Organic Labyrinths and Mazes</title>
    <updated>2021-12-14T07:06:40Z</updated>
  </entry>
  <entry>
    <category label="maze" term="maze"/>
    <category label="game_programming" term="game_programming"/>
    <category label="algorithm" term="algorithm"/>
    <author>
      <name>ckoshikumo</name>
      <uri>https://ln.ht/~ckoshikumo</uri>
    </author>
    <content type="html"></content>
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    <id>http://weblog.jamisbuck.org/2011/2/7/maze-generation-algorithm-recap</id>
    <title>the { buckblogs :here }: Maze Generation: Algorithm Recap</title>
    <updated>2012-02-15T11:25:59Z</updated>
  </entry>
  <entry>
    <category label="algorithm" term="algorithm"/>
    <category label="maze" term="maze"/>
    <author>
      <name>rogeruiz</name>
      <uri>https://ln.ht/~rogeruiz</uri>
    </author>
    <content type="html">&lt;p&gt;
rogue-like dungeon generation&lt;/p&gt;
</content>
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    <id>http://kuoi.com/~kamikaze/GameDesign/art07_rogue_dungeon.php</id>
    <title>Game Design: Article 07: Roguelike Dungeon Generation - Mark Damon Hughes</title>
    <updated>2011-09-12T06:00:20Z</updated>
  </entry>
  <entry>
    <category label="maze" term="maze"/>
    <category label="code" term="code"/>
    <category label="math" term="math"/>
    <author>
      <name>rogeruiz</name>
      <uri>https://ln.ht/~rogeruiz</uri>
    </author>
    <content type="html">&lt;p&gt;
building mazes with the growing tree algorithm&lt;/p&gt;
</content>
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    <id>http://weblog.jamisbuck.org/2011/1/27/maze-generation-growing-tree-algorithm</id>
    <title>the { buckblogs :here }: Maze Generation: Growing Tree algorithm</title>
    <updated>2011-09-12T05:49:24Z</updated>
  </entry>
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