MAZE40.BAS - GW-BASIC, perfect maze generator, 40 column text

MAZE40.BAS - GW-BASIC, perfect maze generator, 40 column text

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I first learned about procedural maze generation from C. Regena, in COMPUTE's First Book of TI GAMES, for the TI-99/4A home computer. The first program example is a maze generator by Charles Bond, translated for the TI by C. Regena. It explained how you could send a path forward, recording the direction, so when the path got stuck (nowhere to go), it could back trace. During the back trace, this section would never be visited again, so this is where you "solidify" or draw the actual resultant maze. During back tracing, you check all directions, to make sure you never lose a possible divergent path. This way, every bit of the canvas is used, and the maze is "perfect (meaning only 1 solution from any given 2 points, and all points are reachable).

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- Voxel: https://youtu.be/watch?v=XCVWEuhCCDM&list=PLjnbT4UISq0bQF1g85tE9jTrKfEtdRYlY
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- Ray Casting 3D: https://youtu.be/watch?v=zjswXUTMP2o&list=PLjnbT4UISq0YcFtRFjFQqK0g6ONNCtrvY
- Side-Scroll Shmup: https://youtu.be/watch?v=fF4X8zN-Raw&list=PLjnbT4UISq0Y_7IAN_zUzxgZnfhXxo_0Q
- MonoGame Tutorial: https://youtube.com/watch?v=WW1dJnfXWb0&list=PLjnbT4UISq0adw__Y9B2eXA0LL35TyORU

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