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Prim's Maze Generator

Generate organic mazes using Prim's minimum spanning tree algorithm.

Prim's Settings

40
30
12
2

Preview

Generation time: -- | Algorithm: Prim's | Size: 40x30

About Prim's Algorithm

Prim's Algorithm is a minimum spanning tree algorithm adapted for maze generation. It grows the maze outward from a starting point, creating a more organic, branching structure.

  • Characteristics: Creates mazes with more branching and shorter passages
  • Complexity: O(n log n) time with proper data structures
  • Best for: Dungeon layouts, room-based mazes, organic structures
  • Path type: More uniform distribution of paths with moderate dead ends

How to Use This Tool

  • Select Algorithm: Choose between DFS, Prim's, or Wilson's algorithm using the navigation links above
  • Adjust Parameters: Customize maze size, cell size, and wall appearance
  • Generate: Click "Generate Maze" to create a new maze with current settings
  • Preview Controls: Use zoom buttons to inspect maze details, pan by dragging
  • Export: Download your maze as JSON (for data) or TMX (for Tiled map editor)

Export Formats

JSON Format

Exports maze data as a JSON file containing:

  • Maze grid structure (walls and paths)
  • Dimensions and cell information
  • Algorithm metadata
  • Easy to parse for custom game engines

TMX Format (Tiled Map Editor)

Exports maze as a TMX tilemap file compatible with:

  • Tiled Map Editor for visual editing
  • Game frameworks like Phaser, Unity, Godot
  • Layer-based structure with walls and floors
  • Embedded tileset definitions

Maze Generation Algorithms Explained

Maze generation algorithms are essential in game development, procedural content generation, and computer science education. Each algorithm produces different maze characteristics suitable for various applications:

Choosing the Right Algorithm

  • For puzzles and traditional mazes: Use DFS for its long, winding corridors that create challenging navigation
  • For dungeons and organic layouts: Prim's algorithm creates more natural, branching structures
  • For fair, unbiased generation: Wilson's algorithm ensures no algorithmic bias in maze structure

Game Development Applications

These mazes are perfect for:

  • Roguelike and dungeon crawler games
  • Puzzle games requiring navigation challenges
  • Procedurally generated levels in indie games
  • Educational projects teaching pathfinding algorithms
  • Game jams and rapid prototyping