ALGORITHM SHOWCASE

Recursive Backtracking

Classic DFS-based algorithm. Creates long, winding corridors with high "river" factor. Highly biased but fast.

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Prim's Algorithm

Minimum spanning tree approach. Creates mazes with many short dead ends and lower bias. More random feel.

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Kruskal's Algorithm

Union-find based approach. Creates very uniform mazes with balanced distribution. Excellent for fair gameplay.

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Wilson's Algorithm

Loop-erased random walk. Generates perfectly unbiased mazes. Slower but produces highest quality results.

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