News for hackers. Stuff that matters.
Re:Algorithms for making more interesting mazes by V-2 on Monday October 10, 2016 @08:34AM (#12676674)
I've always played with the thought (too lazy to ever get down to it) about multi-dimensional mazes. They could be very small, but still make for mind-boggling puzzles.

Even a 4D maze; let's call it a 3D maze with time-travelling. Could be just 3 "squares" deep in the 4th dimension for a start: "yesterday", "today" and "tomorrow".

Re:Algorithms for making more interesting mazes by sp332 on Monday October 10, 2016 @09:32AM (#12676961)
There's a game coming out called Miegakure that involves 4D puzzles, with only 3 discrete position along the 4th dimension. http://marctenbosch.com/news/2015/02/miegakure-and-understan... Instead of navigating directly into the 4th dimension, you have to rotate the world around you, move a bit, then rotate it back to move sideways.
Re:Algorithms for making more interesting mazes by seanwilson on Monday October 10, 2016 @09:28AM (#12676942)
> Even a 4D maze; let's call it a 3D maze with time-travelling. Could be just 3 "squares" deep in the 4th dimension for a start: "yesterday", "today" and "tomorrow".

Have you seen this?

"Miegakure [Hide & Reveal] is a game where you navigate a four-dimensional world to perform miraculous feats and solve puzzles."

http://miegakure.com/

Mind-boggling is a good word for it!

Re:Algorithms for making more interesting mazes by V-2 on Monday October 10, 2016 @10:11AM (#12677168)
This looks super interesting, thanks!
Re:Algorithms for making more interesting mazes by Bjartr on Monday October 10, 2016 @10:48AM (#12677352)
I can't find it now, but there was a Minecraft "adventure" map that was played by a couple of the Yogscast (I think Lewis and Simon) that involved moving back and forth through time and you had to be in the right spots when moving switching times to get across various barriers. So this is definitely a concept that has been explored.

Thinking further, The Legend of Zelda: Oracle of Ages definitely involved puzzles like this.

Re:Algorithms for making more interesting mazes by pavel_lishin on Monday October 10, 2016 @09:25AM (#12676918)
I think I remember seeing a game like this; moving along one axis also moved you through different periods of time, so that a wall that blocks your path "today" wasn't built "yesterday" and might be a ruin you can jump over "tomorrow".
Re:Algorithms for making more interesting mazes by bartread on Wednesday October 12, 2016 @12:11PM (#12694117)
It's not a maze game, but that sort of reminds me of Braid (platformer featured in Indie Game: The Movie) where you had to move back and forth through time to navigate certain obstacles. Very cool, and very beautifully rendered.
Re:Algorithms for making more interesting mazes by xigency on Monday October 10, 2016 @10:48AM (#12677353)
I remember trying to solve a spatial 4D maze using this program: http://www.urticator.net/maze/

It's difficult.

Re:Algorithms for making more interesting mazes by baldeagle on Monday October 10, 2016 @08:37AM (#12676686)
That is kinda like the premise of the 'maze runner'. The maze re-ordered itself every night.
Re:Algorithms for making more interesting mazes by V-2 on Monday October 10, 2016 @09:03AM (#12676811)
True, and "Cube" also. Only to some extent though: these mazes reordered by themselves, and those trapped in them couldn't "travel in time", or navigate between different setups.
Re:Algorithms for making more interesting mazes by the8472 on Monday October 10, 2016 @09:40AM (#12676993)
Cube 2: Hypercube also involved time travel
Re:Algorithms for making more interesting mazes by baldeagle on Monday October 10, 2016 @09:11AM (#12676856)
Now I'm just envisioning a mechanic like prince of Persia: sands of time