
2025-07-22 22:56:54
#ScribesAndMakers 22
Show us something you've created. Tell us the story behind it.
https://cs.wellesley.edu/~pmwh/labyrinfinite/
I was thinking on a dog walk about how most games with procedurally generated content like Minecraft get pretty repetitive at some point if you zoom out far enough, and large-scale structures that have structural constraints like rivers are very hard to generate piecemeal. So I wanted to come up with an algorithm that could generate globally-consistent structures piece-by-piece, with consistency even if pieces were generated out-of-order, while maintaining only a fixed amount of context no matter how far from the origin you went. This demo is *almost* that, except the amount of context scales logarithmically with the distance-from-origin, which I find a very acceptable compromise. In the demo, there's a single infinitely-long path that eventually touches every cell of the infinite 2D grid (okay, computer limitations mean it's not really infinite, but mathematically it could be). You can get different path structures from different random seeds, although the generation trick does constrain things a lot relative to the set of all possible such paths (notice that in each 5x5 region it touches every cell before leaving; that's not in general necessary).