Uploaded May 2021 | Updated September 2026, 2 hours ago
A series demonstrating different maze algorithms via interesting visualizations.
I've been playing around with the idea of generating game worlds (think dungeons, Diablo 1 style) using a combination of different maze types. The API that I've created so far allows for the maze generated here to be created quite simply, currently allowing the user to call either Recursive Backtracker and Hunt and Kill algorithms for use in eachg room, as well as allowing for the creation of empty rooms. These rooms are then connected via corridors (as shown in red) to the currently existing maze after being generated.
The resulting region can be considered a maze in its own right; interestingly, in this case, it can be considered as a "perfect" maze if the empty rooms are each considered to be a single cell of the maze.
For anyone interested in learning more, various maze algoritms are very well explained in Jamis Buck's excellent book "Mazes for Programmers" - a great read!
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly
A series demonstrating different maze algorithms via interesting visualizations.
I've been playing around with the idea of generating game worlds (think dungeons, Diablo 1 style) using a combination of different maze types. The API that I've created so far allows for the maze generated here to be created quite simply, currently allowing the user to call either Recursive Backtracker and Hunt and Kill algorithms for use in eachg room, as well as allowing for the creation of empty rooms. These rooms are then connected via corridors (as shown in red) to the currently existing maze after being generated.
The resulting region can be considered a maze in its own right; interestingly, in this case, it can be considered as a "perfect" maze if the empty rooms are each considered to be a single cell of the maze.
For anyone interested in learning more, various maze algoritms are very well explained in Jamis Buck's excellent book "Mazes for Programmers" - a great read!
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly









![2D Game Engine in C++: [9] Bounding Boxes
This video demonstrates the inclusion of bounding boxes into the game engine. This is the first of a series of controls that will allow for viewing how various items are being represented in the game world.
I anticipate that there will be a number of uses for these controls, most obviously when setting up and testing collision detection. This particular switch allows me to get a sense of whether sprites are moving around the screen exactly as intended.
Its more difficult to see, but there is also a switch used for pinpointing where light sources exist. You may notice small yellow pixels at various points in the video in the middle of the torches, representing light positions. This helped me debug the issue I had in the previous video.
This video also displays a bit of new art. It definitely takes a lot of time to put together any new art assets, as Im no artist!
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [9] Bounding Boxes](https://i.ytimg.com/vi/ZSL4Ky4xVYo/mqdefault.jpg)
