nowfound

Life & fun · April 26, 2012

AN

A new A.I. Algorithm for Polygonal Mesh Mazes

A new A.I. Algorithm for Polygonal Mesh Mazes launched on April 26, 2012 with 101 votes, #16 of 446 launches that month and more than 95% of that year's launches. The site was not reachable when checked in September 2026.

Visit petercottle.com ↗Alternativestop 4% of April 2012

In plain words

A new A.I. Algorithm for Polygonal Mesh Mazes is a tool that generates mazes using artificial intelligence applied to polygonal mesh structures. It is designed for game developers, educators, and maze enthusiasts who want to create complex three-dimensional mazes computationally. The algorithm handles polygonal geometry, making it suitable for intricate maze designs that go beyond traditional grid-based approaches.

written from the facts on this page · September 2026

Does a similar job

all alternatives →
  • Visual A* pathfinding and maze generation in Python2024 · github.com · ▲135

    I was fascinated reading through another recent HN submission about a highly efficient implementation of A* in Lisp, which got me thinking about how I could do something similar in Python. However, these kinds of pathfinding algorithms really need complex terrain/mazes with interesting obstructions to showcase what they can do and how they work. So, I started thinking about how I could generate cool and diverse random "mazes" (they aren't really mazes, but I'm not sure what the best term is). I got a bit carried away thinking of lots of different cool ways to generate these mazes, such…

  • IM
    I made a puzzle game that gently introduces my favorite math mysteries2024 · rahulilango.com · ▲1,054

    This is the first iteration of a short game I’m making that tries to interactively explain some of my favorite math questions / ideas. My goal is mostly to get the player curious and not necessarily to explain absolutely everything. There were a lot of fun technical parts to building this: - For implementation reasons, it’s much easier if the lines all have integer intersection points with each other. To do this, when a new line is added I “cheat” by rounding intersections to integers and then splitting the old lines at the intersection into new linds (with potentially different slopes)…

  • Maze 2.02019 · maze.co · ▲451

    Go from prototype to UX report in minutes

  • Meshy-12023 · meshy.ai · ▲611

    Create stunning 3D models with AI

  • Maze + Figma2020 · maze.co · ▲417

    Turn your Figma prototypes into insights

  • Maze Generation Visualization2022 · github.com · ▲70

    Maze generation visualization. Contribute to pakastin/maze development by creating an account on GitHub.

More life & fun this month

the category →

Source: Show HN post ↗

Launched alongside, April 2012

the whole month →