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2 changes: 1 addition & 1 deletion PROJECT_DESCRIPTION.md
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ npm run build
| Need | Algorithm(s) | Module | Example |
| ---- | ------------ | ------ | ------- |
| Grid pathfinding | `astar`, `dijkstra`, `jumpPointSearch`, `computeFlowField`, `buildNavMesh`, `findNavMeshPath`, `manhattanDistance`, `gridFromString` | `pathfinding/astar.ts`, `pathfinding/dijkstra.ts`, `pathfinding/jumpPointSearch.ts`, `pathfinding/flowField.ts`, `pathfinding/navMesh.ts` | `examples/astar.ts`, `examples/flowField.ts`, `examples/navMesh.ts` |
| Procedural textures & terrain | `perlin`, `perlin3D`, `simplex2D`, `simplex3D`, `worley`, `worleySample`, `waveFunctionCollapse`, `cellularAutomataCave`, `poissonDiskSampling`, `computeVoronoiDiagram`, `diamondSquare`, `generateLSystem`, `generateBspDungeon`, `generateRecursiveMaze`, `generatePrimMaze`, `generateKruskalMaze`, `generateWilsonMaze`, `generateAldousBroderMaze` | `procedural/*.ts` | `examples/simplex.ts`, `examples/worley.ts`, `examples/waveFunctionCollapse.ts`, `examples/cellularAutomata.ts`, `examples/poissonDisk.ts`, `examples/voronoi.ts`, `examples/diamondSquare.ts`, `examples/lSystem.ts`, `examples/dungeonBsp.ts`, `examples/mazeRecursive.ts`, `examples/mazePrim.ts`, `examples/mazeKruskal.ts`, `examples/mazeWilson.ts`, `examples/mazeAldous.ts` |
| Procedural textures & terrain | `perlin`, `perlin3D`, `simplex2D`, `simplex3D`, `worley`, `worleySample`, `waveFunctionCollapse`, `cellularAutomataCave`, `poissonDiskSampling`, `computeVoronoiDiagram`, `diamondSquare`, `generateLSystem`, `generateBspDungeon`, `generateRecursiveMaze`, `generatePrimMaze`, `generateKruskalMaze`, `generateWilsonMaze`, `generateAldousBroderMaze`, `generateRecursiveDivisionMaze` | `procedural/*.ts` | `examples/simplex.ts`, `examples/worley.ts`, `examples/waveFunctionCollapse.ts`, `examples/cellularAutomata.ts`, `examples/poissonDisk.ts`, `examples/voronoi.ts`, `examples/diamondSquare.ts`, `examples/lSystem.ts`, `examples/dungeonBsp.ts`, `examples/mazeRecursive.ts`, `examples/mazePrim.ts`, `examples/mazeKruskal.ts`, `examples/mazeWilson.ts`, `examples/mazeAldous.ts`, `examples/mazeDivision.ts` |
| Spatial queries & collision | `Quadtree`, `aabbCollision`, `aabbIntersection`, `satCollision`, `circleRayIntersection`, `sweptAABB` | `spatial/*.ts` | `examples/sat.ts` |
| Web performance & UI throttling | `debounce`, `throttle`, `LRUCache`, `memoize`, `deduplicateRequest`, `clearRequestDedup`, `calculateVirtualRange` | `util/*.ts` | `examples/requestDedup.ts`, `examples/virtualScroll.ts` |
| Text & search | `fuzzySearch`, `fuzzyScore`, `Trie`, `binarySearch`, `levenshteinDistance` | `search/*.ts` | `examples/search.ts` |
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4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -25,7 +25,7 @@ CDN usage:
| Goal | Algorithms | Import From | Example |
| ---- | ---------- | ----------- | ------- |
| Pathfinding & navigation | `astar`, `dijkstra`, `jumpPointSearch`, `computeFlowField`, `buildNavMesh`, `findNavMeshPath`, `manhattanDistance`, `gridFromString` | `pathfinding/astar.ts`, `pathfinding/dijkstra.ts`, `pathfinding/jumpPointSearch.ts`, `pathfinding/flowField.ts`, `pathfinding/navMesh.ts` | `examples/astar.ts`, `examples/flowField.ts`, `examples/navMesh.ts` |
| Procedural generation | `perlin`, `perlin3D`, `simplex2D`, `simplex3D`, `worley`, `worleySample`, `waveFunctionCollapse`, `cellularAutomataCave`, `poissonDiskSampling`, `computeVoronoiDiagram`, `diamondSquare`, `generateLSystem`, `generateBspDungeon`, `generateRecursiveMaze`, `generatePrimMaze`, `generateKruskalMaze`, `generateWilsonMaze`, `generateAldousBroderMaze` | `procedural/*.ts` | `examples/simplex.ts`, `examples/worley.ts`, `examples/waveFunctionCollapse.ts`, `examples/cellularAutomata.ts`, `examples/poissonDisk.ts`, `examples/voronoi.ts`, `examples/diamondSquare.ts`, `examples/lSystem.ts`, `examples/dungeonBsp.ts`, `examples/mazeRecursive.ts`, `examples/mazePrim.ts`, `examples/mazeKruskal.ts`, `examples/mazeWilson.ts`, `examples/mazeAldous.ts` |
| Procedural generation | `perlin`, `perlin3D`, `simplex2D`, `simplex3D`, `worley`, `worleySample`, `waveFunctionCollapse`, `cellularAutomataCave`, `poissonDiskSampling`, `computeVoronoiDiagram`, `diamondSquare`, `generateLSystem`, `generateBspDungeon`, `generateRecursiveMaze`, `generatePrimMaze`, `generateKruskalMaze`, `generateWilsonMaze`, `generateAldousBroderMaze`, `generateRecursiveDivisionMaze` | `procedural/*.ts` | `examples/simplex.ts`, `examples/worley.ts`, `examples/waveFunctionCollapse.ts`, `examples/cellularAutomata.ts`, `examples/poissonDisk.ts`, `examples/voronoi.ts`, `examples/diamondSquare.ts`, `examples/lSystem.ts`, `examples/dungeonBsp.ts`, `examples/mazeRecursive.ts`, `examples/mazePrim.ts`, `examples/mazeKruskal.ts`, `examples/mazeWilson.ts`, `examples/mazeAldous.ts`, `examples/mazeDivision.ts` |
| Spatial queries & collision | `Quadtree`, `aabbCollision`, `aabbIntersection`, `satCollision`, `circleRayIntersection`, `sweptAABB` | `spatial/*.ts` | `examples/sat.ts` |
| AI behaviours & crowds | `seek`, `flee`, `arrive`, `pursue`, `wander`, `updateBoids`, `BehaviorTree`, `rvoStep` | `ai/steering.ts`, `ai/boids.ts`, `ai/behaviorTree.ts`, `ai/rvo.ts` | `examples/steering.ts`, `examples/boids.ts`, `examples/rvo.ts` |
| Web performance & UI | `debounce`, `throttle`, `LRUCache`, `memoize`, `deduplicateRequest`, `clearRequestDedup`, `calculateVirtualRange` | `util/*.ts` | `examples/requestDedup.ts`, `examples/virtualScroll.ts` |
Expand All @@ -52,7 +52,7 @@ npm run size # Enforce bundle size budget
- Milestone 0.2 next targets crowd-flow integrations (RVO + flow fields) and behaviour-tree decorators for richer AI control.
- Milestone 0.4 plans a procedural + gameplay systems toolkit (Wave Function Collapse, dungeon suite, L-systems, game loop, camera, particles, inventory, combat, save/load, and more).

Examples live under `examples/` and can be executed with `tsx`/`ts-node` or compiled for the browser. See `examples/astar.ts`, `examples/flowField.ts`, `examples/navMesh.ts`, `examples/cellularAutomata.ts`, `examples/poissonDisk.ts`, `examples/voronoi.ts`, `examples/diamondSquare.ts`, `examples/lSystem.ts`, `examples/dungeonBsp.ts`, `examples/mazeRecursive.ts`, `examples/mazePrim.ts`, `examples/mazeKruskal.ts`, `examples/mazeWilson.ts`, `examples/mazeAldous.ts`, `examples/steering.ts`, `examples/boids.ts`, `examples/requestDedup.ts`, `examples/search.ts`, `examples/graph.ts`, `examples/geometry.ts`, `examples/visual.ts`, `examples/sat.ts`, `examples/simplex.ts`, and `examples/worley.ts` for quick starts. The `examples` registry exported from `src/index.ts` provides a typed index you can traverse programmatically.
Examples live under `examples/` and can be executed with `tsx`/`ts-node` or compiled for the browser. See `examples/astar.ts`, `examples/flowField.ts`, `examples/navMesh.ts`, `examples/cellularAutomata.ts`, `examples/poissonDisk.ts`, `examples/voronoi.ts`, `examples/diamondSquare.ts`, `examples/lSystem.ts`, `examples/dungeonBsp.ts`, `examples/mazeRecursive.ts`, `examples/mazePrim.ts`, `examples/mazeKruskal.ts`, `examples/mazeWilson.ts`, `examples/mazeAldous.ts`, `examples/mazeDivision.ts`, `examples/steering.ts`, `examples/boids.ts`, `examples/requestDedup.ts`, `examples/search.ts`, `examples/graph.ts`, `examples/geometry.ts`, `examples/visual.ts`, `examples/sat.ts`, `examples/simplex.ts`, and `examples/worley.ts` for quick starts. The `examples` registry exported from `src/index.ts` provides a typed index you can traverse programmatically.

## Contributing
1. Fork the repository.
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2 changes: 1 addition & 1 deletion ROADMAP.md
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@
- [x] Diamond-square terrain height map generator
- [x] L-system generator for foliage and organic structures
- [x] Dungeon generation suite (BSP subdivision, rooms & corridors variants)
- [ ] Maze algorithms pack (Recursive backtracking ✅, Prim's ✅, Kruskal's ✅, Wilson's ✅, Aldous–Broder ✅, Recursive Division)
- [ ] Maze algorithms pack (Recursive backtracking ✅, Prim's ✅, Kruskal's ✅, Wilson's ✅, Aldous–Broder ✅, Recursive Division)
- Gameplay systems & utilities:
- [ ] Fixed-timestep game loop utility with interpolation helpers
- [ ] Delta-time manager for frame-independent timing
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10 changes: 10 additions & 0 deletions docs/index.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,8 @@ export const examples: {
readonly generatePrimMaze: 'examples/mazePrim.ts';
readonly generateKruskalMaze: 'examples/mazeKruskal.ts';
readonly generateWilsonMaze: 'examples/mazeWilson.ts';
readonly generateAldousBroderMaze: 'examples/mazeAldous.ts';
readonly generateRecursiveDivisionMaze: 'examples/mazeDivision.ts';
};
readonly spatial: {
readonly Quadtree: 'examples/sat.ts';
Expand Down Expand Up @@ -645,6 +647,14 @@ export function generateWilsonMaze(options: MazeOptions): MazeResult;
*/
export function generateAldousBroderMaze(options: MazeOptions): MazeResult;

/**
* Generates a maze using recursive division.
* Use for: structured mazes with nested chambers.
* Performance: O(width × height).
* Import: procedural/maze.ts
*/
export function generateRecursiveDivisionMaze(options: MazeOptions): MazeResult;

/**
* Simplex noise generator for smooth gradients without directional artifacts.
* Use for: large terrain synthesis, animated textures, volumetric noise.
Expand Down
11 changes: 11 additions & 0 deletions examples/mazeDivision.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
import { generateRecursiveDivisionMaze } from '../src/index.js';

const { grid, start, end } = generateRecursiveDivisionMaze({
width: 21,
height: 21,
seed: 2025,
});

console.log('Start:', start);
console.log('End:', end);
console.log('Sample row:', grid[10]?.join(''));
8 changes: 8 additions & 0 deletions src/index.ts
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,7 @@ export const examples = {
generateKruskalMaze: 'examples/mazeKruskal.ts',
generateWilsonMaze: 'examples/mazeWilson.ts',
generateAldousBroderMaze: 'examples/mazeAldous.ts',
generateRecursiveDivisionMaze: 'examples/mazeDivision.ts',
},
spatial: {
Quadtree: 'examples/sat.ts',
Expand Down Expand Up @@ -314,6 +315,13 @@ export { generateWilsonMaze } from './procedural/maze.js';
*/
export { generateAldousBroderMaze } from './procedural/maze.js';

/**
* Recursive division maze generator for structured layouts.
*
* Example file: examples/mazeDivision.ts
*/
export { generateRecursiveDivisionMaze } from './procedural/maze.js';

// ============================================================================
// 🎯 SPATIAL & COLLISION
// ============================================================================
Expand Down
77 changes: 77 additions & 0 deletions src/procedural/maze.ts
Original file line number Diff line number Diff line change
Expand Up @@ -296,6 +296,40 @@ export function generateAldousBroderMaze({
return { grid, start, end };
}

/**
* Generates a maze using recursive division.
* Useful for: structured mazes with nested chambers and corridors.
*/
export function generateRecursiveDivisionMaze({
width,
height,
seed = Date.now(),
}: MazeOptions): MazeResult {
validateDimensions(width, height);

const grid = Array.from({ length: height }, () => Array<number>(width).fill(PATH));
const random = createLinearCongruentialGenerator(seed);

// Surround with walls
for (let x = 0; x < width; x += 1) {
grid[0][x] = WALL;
grid[height - 1][x] = WALL;
}
for (let y = 0; y < height; y += 1) {
grid[y][0] = WALL;
grid[y][width - 1] = WALL;
}

divide(grid, 1, 1, width - 2, height - 2, random);

const start: Cell = { x: 1, y: 1 };
const end = findFarthestCell(start, grid);
carveCell(grid, start);
carveCell(grid, end);

return { grid, start, end };
}

function validateDimensions(width: number, height: number): void {
if (!Number.isInteger(width) || !Number.isInteger(height)) {
throw new Error('width and height must be integers.');
Expand Down Expand Up @@ -460,3 +494,46 @@ function unionSet(parent: Int32Array, a: number, b: number): void {
parent[rootA] = rootB;
}
}

function divide(
grid: number[][],
x: number,
y: number,
width: number,
height: number,
random: () => number
): void {
if (width < 2 || height < 2) {
return;
}

const horizontal = width < height ? true : width > height ? false : random() < 0.5;

if (horizontal) {
const wallY = y + (Math.floor(random() * (height / 2)) * 2 + 1);
const passageX = x + Math.floor(random() * Math.ceil(width / 2)) * 2;
for (let i = x; i < x + width + 1; i += 1) {
if (i === passageX) {
continue;
}
if (grid[wallY] && grid[wallY][i] !== undefined) {
grid[wallY][i] = WALL;
}
}
divide(grid, x, y, width, wallY - y - 1, random);
divide(grid, x, wallY + 1, width, y + height - wallY - 1, random);
} else {
const wallX = x + (Math.floor(random() * (width / 2)) * 2 + 1);
const passageY = y + Math.floor(random() * Math.ceil(height / 2)) * 2;
for (let j = y; j < y + height + 1; j += 1) {
if (j === passageY) {
continue;
}
if (grid[j] && grid[j][wallX] !== undefined) {
grid[j][wallX] = WALL;
}
}
divide(grid, x, y, wallX - x - 1, height, random);
divide(grid, wallX + 1, y, x + width - wallX - 1, height, random);
}
}
2 changes: 2 additions & 0 deletions tests/index.test.ts
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@ describe('package entry point', () => {
expect(examples.procedural.generateKruskalMaze).toBe('examples/mazeKruskal.ts');
expect(examples.procedural.generateWilsonMaze).toBe('examples/mazeWilson.ts');
expect(examples.procedural.generateAldousBroderMaze).toBe('examples/mazeAldous.ts');
expect(examples.procedural.generateRecursiveDivisionMaze).toBe('examples/mazeDivision.ts');
expect(examples.search.Trie).toBe('examples/search.ts');
expect(examples.pathfinding.buildNavMesh).toBe('examples/navMesh.ts');
});
Expand Down Expand Up @@ -68,6 +69,7 @@ describe('package entry point', () => {
| 'generateKruskalMaze'
| 'generateWilsonMaze'
| 'generateAldousBroderMaze'
| 'generateRecursiveDivisionMaze'
>();
});
});
24 changes: 24 additions & 0 deletions tests/mazeDivision.test.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
import { describe, expect, it } from 'vitest';

import { generateRecursiveDivisionMaze } from '../src/index.js';

describe('generateRecursiveDivisionMaze', () => {
it('is deterministic for identical seeds', () => {
const options = { width: 21, height: 21, seed: 555 } as const;
const a = generateRecursiveDivisionMaze(options);
const b = generateRecursiveDivisionMaze(options);

expect(a.grid).toEqual(b.grid);
expect(a.start).toEqual(b.start);
expect(a.end).toEqual(b.end);
});

it('produces nested chambers bounded by walls', () => {
const { grid } = generateRecursiveDivisionMaze({ width: 17, height: 17, seed: 73 });
expect(grid.length).toBe(17);
expect(grid.every((row) => row.length === 17)).toBe(true);
expect(grid[0].every((cell) => cell === 1)).toBe(true);
expect(grid[grid.length - 1].every((cell) => cell === 1)).toBe(true);
expect(grid.every((row) => row[0] === 1 && row[row.length - 1] === 1)).toBe(true);
});
});