I did a maze thing ages ago that could support any number of dimensions, but it was very slow to generate. To get an idea of how it generally works with the multiplier and stuff, here's a gif of something I made with it: ![](https://web.archive.org/web/20150921225106/http://oi62.tinypic.com/28h0u46.jpg) One thing that always bugged me was I couldn't figure out pathfinding, and I thought there'd be some cool looking intricate paths between some stuff. I asked about that (since I'm stuck at home doing nothing due to having a broken wrist), and someone suggested linked lists, so I rewrote it all, and managed to get pathfinding between two points working fairly easily. However, since I'd made the nearest neighbour check run by default, checking for collisions was a huge bottleneck. I tried to optimise it a little, by only doing the pythagoras stuff if the highest coordinate difference was within the combined size of two nodes, which did speed it up like 2x, but it was still quite slow. Someone else suggested that's what you use trees for, and since I have no idea how KD trees work (and also the list is constantly being added to), I spent a good few hours yesterday making an octree that would work in any dimension, so I could find which nodes are near to then narrow down what the collision function has to check through. The result was like 2.5x faster at 1000 nodes, but exponentially going up to like 10x faster at 8000 nodes, which I'm pretty happy with. I've just got it fully working and cleaned up now, so I'm looking for a bit of feedback on either my writing style or anything that could be improved. Also, before the line length is mentioned, I decided to do 100 instead of 80. from __future__ import division import random import cPickle class Node(object): """Store the data for each node.""" def __init__(self, id, location, size, distance=0, parent=None, children=None, tree=None, neighbours=None): self.id = id self.location = tuple(location) self.size = size self.parent = parent self.distance = distance self.children = children if children else [] self.tree = tree self.neighbours = neighbours def __repr__(self): return ('Node(id={x.id}, ' 'tree={x.tree}, ' 'distance={x.distance}, ' 'location={x.location}, ' 'size={x.size}, ' 'parent={x.parent}, ' 'children={x.children}, ' 'neighbours={x.neighbours}').format(x=self) def update_neighbours(self): self.neighbours = len(self.children) + (self.parent is not None) def update_parent(self, parent, node_list): """Set a new parent and calculate the distance from origin.""" if parent < 0: parent = None self.parent = parent try: self.distance = node_list[parent].distance + 1 except TypeError: self.distance = 0 def recursive_pathfind(start, end, node_list, _path=[], _reverse=True, _last_id=None): """Recursively find a path between two nodes.""" _path = _path + [start] #Path complete if start == end: return _path #Search parents if _reverse: parent = node_list[start].parent if parent is not None: found_path = recursive_pathfind(parent, end, node_list, _path=_path, _reverse=True, _last_id=start) if found_path is not None: return found_path #Search children for node_id in node_list[start].children: if node_id != _last_id: found_path = recursive_pathfind(node_id, end, node_list, _path=_path, _reverse=False, _last_id=start) if found_path is not None: return found_path return None class CoordinateToSegment(object): """Class used for the tree calculations. Its main purpose is to find which segment a node would be in, and generate the path to it. """ def __init__(self, dimensions, tree_data): self.td = tree_data self.dimensions = dimensions self._range = range(dimensions) n = 0 #Build index of paths self.paths = {} for path in self._paths(): self.paths[tuple(path)] = n n += 1 def convert(self, coordinates, point_size): """Convert a coordinate into segments.""" if len(coordinates) != self.dimensions: raise ValueError('invalid coordinate size') #Find path to each coordinate segments = [] for i in self._range: segments.append(self._find_segment(coordinates[i], point_size)) #Trim them all to the same length min_len = min(len(i) for i in segments) segments = [tuple(i[:min_len]) for i in segments] #Calculate the path IDs path = [self.paths[i] for i in zip(*segments)] return path def reverse(self, segment): """Calculate the coordinates from a segment. This only gives a rough value, and is only needed for debugging. """ #Find path from the path index IDs segments = [k for i in segment for k, v in self.paths.iteritems() if v == i] #Split into separate coordinates joined_segments = [] for i in range(self.dimensions): joined_segments.append([j[i] for j in segments]) #Calculate where the coordinate is following the path totals = [] for coordinate in joined_segments: n = self.td.size - 1 total = 0 for i in coordinate: total += i * pow(2, n) n -= 1 totals.append(total) print totals def _paths(self, current_path=None, current_level=0, directions=(-1, 1)): """Generate a list of paths in the current dimension. This is used to get the path index. """ if current_path is None: current_path = [] if current_level == self.dimensions: return [current_path] #Repeat recursively until editing current_path[-1] return_path = [] for i in directions: return_path += self._paths(current_path + [i], current_level + 1, directions=directions) return return_path def _find_segment(self, coordinate, point_size): """Convert a number into the correct segment. If the maximum tree size changes, this needs to be recalculated. This runs until either the minimum size has been hit, or the node is overlapping multiple segments. """ total = 0 path = [] coordinate_sort = sorted((coordinate - point_size, coordinate + point_size)) for i in range(self.td.size - self.td.min - 1): current_amount = pow(2, self.td.size - i - 1) #Detect whether to end or which way to continue if coordinate == total or coordinate_sort[0] <= total <= coordinate_sort[1]: return path elif coordinate_sort[1] < total: total -= current_amount path.append(-1) elif coordinate_sort[0] > total: total += current_amount path.append(1) else: raise ValueError('unknown segment error') return path def get_recursive_items(tree, items=None): """Iterate through a list to get all recursive items.""" if items is None: items = [] try: for branch in tree: items += get_recursive_items(branch) except TypeError: items += tree return items class TreeData(object): """Class to store the tree of points. It can work in any dimension, and dynamically grows when needed. """ def __init__(self, generation, start_size, min_size=None): self._gen = generation self._conversion = CoordinateToSegment(self._gen.dimensions, self) if min_size is None: min_size = start_size self.size = start_size self.min = min_size self._branch_length = range(len(self._conversion.paths) + 1) self.data = [[] for i in self._branch_length] def adjust_size(self, coordinate): """Increase the size of the tree if needed. If the size does change, everything is recalculated. """ start_size = self.size highest_coord = max(coordinate) lowest_coord = min(coordinate) #Increment by 1 until the size fits max_range = pow(2, self.size) while max_range < highest_coord or -max_range > lowest_coord: self.size += 1 max_range = pow(2, self.size) if self.size - start_size: self.recalculate() def recalculate(self): """Recalculate the path to every point.""" self.data = [[] for i in self._branch_length] for node in self._gen.nodes: path = self.calculate(node.location, node.size, check_size=False) self.add(node, path) def add(self, node, path): """Add a node to the tree.""" node.tree = path self._recursive_branch(path)[0][-1].append(node.id) def calculate(self, location, size, check_size=True): """Calculate the path to a point with location and size.""" if check_size: self.adjust_size(location) path = self._conversion.convert(location, size) return path def near(self, path): """Find all nodes near a path for collision checking. Use TreeData.calculate to get the path. """ branch, nodes = self._recursive_branch(path) nearby_nodes = get_recursive_items(branch) return nearby_nodes + nodes def _recursive_branch(self, path): """Follows a recursive path to get part of a list. If the path goes deeper than the list, new branches of the list will be created. For collision check purposes, a list of all items found going to that branch is also returned. """ branch = self.data nodes = [] for branch_id in path: nodes += branch[-1] #Create new branch if it doesn't exist if not branch[branch_id]: branch[branch_id] = [[] for i in self._branch_length] branch = branch[branch_id] return branch, nodes class GenerationCore(object): """Create and store the main generation.""" def __init__(self, dimensions, size=1, min_size=None, multiplier=0.99, bounds=None, max_retries=None, _nodes=None, _tree_data=None): self.nodes = [] if _nodes is None else _nodes self.dimensions = dimensions self.range = range(dimensions) self.directions = self._possible_directions() self.size = max(0.001, size) self.bounds = bounds self.retries = max_retries self.multiplier = max(0.001, multiplier) self.highest = 0 if self.retries is None: self.retries = self.dimensions #Check the bounds are in the correct format if self.bounds is not None: if len(self.bounds) != 2: raise ValueError('bounding box should contain 2 values') for item in self.bounds: if len(item) != self.dimensions: raise ValueError('incorrect bounding box size') #Find out how small the tree needs to go if min_size is None: min_size = self.size / 20 self.min_size = max(0.001, min_size) min_size_exp = 0 while pow(2, min_size_exp) > self.min_size: min_size_exp -= 1 #Make the tree cover everything without wasting space self.tree = TreeData(self, 0, min_size_exp) if _tree_data is not None: self.tree.data = _tree_data def _possible_directions(self): """Build a list of every direction the maze can move in.""" directions = [] for i in self.range: for j in (-1, 1): directions.append([j if i == n else 0 for n in self.range]) return directions def generate(self, max_nodes=None, max_length=None, location=None, min_nodes=None, max_fails=500): """Main function to generate the maze.""" self.nodes = [] #Sort out number of nodes if max_nodes is None: if min_nodes is None: raise ValueError('either maximum or minimum nodes should be specified') max_nodes = min_nodes if min_nodes is None: min_nodes = 0 #Take off 1 since total_nodes starts at -1 max_nodes -= 1 min_nodes -= 1 #Make up other values if not specified if max_length is None: max_length = max_nodes // 5 #Check the location is in the correct format if location is None: location = [0.0 for i in generation.range] elif len(location) != self.dimensions: raise ValueError('invalid coordinates for starting location') #General range checks min_nodes = max(-1, min_nodes) max_nodes = max(min_nodes, max_nodes) max_length = max(1, max_length) #Start generation failed_nodes = current_retries = 0 current_length = total_nodes = -1 while (total_nodes + failed_nodes < max_nodes or total_nodes < min_nodes and failed_nodes < max_fails): #End the branch if too many fails if current_retries >= self.retries: current_length = max_length current_retries = 0 failed_nodes += 1 #End the branch if too long if current_length >= max_length: node_id = random.randint(0, total_nodes) current_length = 0 else: node_id = total_nodes if node_id < 0: node_status = self._add_node(location=location) else: node_status = self._add_node(node_id=node_id) if node_status == -1: current_retries = self.retries failed_nodes += 1 elif node_status == -2: current_retries += 1 else: total_nodes += 1 current_length += 1 def _add_node(self, node_id=None, location=None): """Add individual node to the generation. Needs either a base node or a location to work off. """ if node_id is None: if location is None: raise ValueError('location must be defined if no nodes exist') new_size = self.size new_location = location new_id = 0 else: node_start = self.nodes[node_id] #Get the initial values to create the new node from new_size = node_start.size * self.multiplier new_id = self.nodes[-1].id + 1 #End branch now if size is too small if new_size < self.min_size: return -1 direction = random.choice(self.directions) new_location = tuple(a + b * node_start.size * 2 * max(1, self.multiplier) for a, b in zip(node_start.location, direction)) #Check tree for collisions node_path = self.tree.calculate(new_location, new_size) near_nodes = self.tree.near(node_path) if self.collision_check(new_location, new_size, self.bounds, near_nodes): return -2 #Add to original node as child try: node_start.children.append(new_id) node_start.neighbours += 1 except UnboundLocalError: pass #Create a new node new_node = Node(new_id, new_location, new_size, neighbours=node_id is not None) new_node.update_parent(node_id, self.nodes) if new_node.distance > self.highest: self.highest = new_node.distance #Update values with new node self.nodes.append(new_node) self.tree.add(new_node, node_path) return new_id def add_branch(self, length=1, node_id=None): """Individually add a new branch to the generation.""" total_directions = len(self.directions) #Find a node without any neighbours while node_id is None: node_id = random.choice(self.nodes).id if self.nodes[node_id].neighbours == total_directions: node_id = None #Draw a path until a limit is reached i = 0 retries = 0 while i < length: node_status = self._add_node(node_id) if node_status == -1 or retries > self.retries: return i elif node_status == -2: retries += 1 continue else: node_id = node_status retries = 0 i += 1 return i def collision_check(self, location, size, bounds=None, node_ids=None): """Check a new node isn't too close to an existing one. The first calculation is a simple range check, if a bounding box has been defined. The second calculation iterates through all the nodes, and first checks that the maximum distance on a single plane isn't over the combined node size. If it is within range, pythagoras is used to find and compare the squared distance. """ #Get every node ID if not provided if node_ids is None: node_ids = range(len(self.nodes)) #Bounding box search if bounds: for i in self.range: if not bounds[0][i] + size <= location[i] <= bounds[1][i] - size: return True #Pythagoras search for node_id in node_ids: node = self.nodes[node_id] size_total = size + node.size distance = [abs(a - b) for a, b in zip(location, node.location)] #Skip before the calculation if the maximum distance is too far if max(distance) > size_total: continue distance_total = sum(pow(i, 2) for i in distance) if distance_total < pow(size_total, 2): return True return False def save(self, location): save_data = {'Bounds': self.bounds, 'Dimensions': self.dimensions, 'Min': self.min_size, 'Multiplier': self.multiplier, 'Nodes': self.nodes, 'Retries': self.retries, 'Size': self.size, 'Tree': self.tree.data} with open(location, 'w') as f: f.write(cPickle.dumps(save_data)) @classmethod def load(cls, location): with open(location, 'r') as f: file_data = cPickle.loads(f.read()) return cls(bounds=file_data['Bounds'], dimensions=file_data['Dimensions'], min_size=file_data['Min'], multiplier=file_data['Multiplier'], _nodes=file_data['Nodes'], max_retries=file_data['Retries'], size=file_data['Size'], _tree_data=file_data['Tree']) def get_bounds(self): """Find the bounds of the generation, including the node size.""" bounds = [[float('inf') for i in range(self.dimensions)], [-float('inf') for i in range(self.dimensions)]] for node in self.nodes: for i, coordinate in enumerate(node.location): if bounds[0][i] > coordinate: try: bounds[0][i] = coordinate - node.size[i] except TypeError: bounds[0][i] = coordinate - node.size elif bounds[1][i] < coordinate: try: bounds[1][i] = coordinate + node.size[i] except TypeError: bounds[1][i] = coordinate + node.size bounds = tuple(tuple(i) for i in bounds) return bounds For any Maya users, this doesn't include the animation or colours yet, but here's a class to build it in 3D. You only need to iterate through `generation.nodes` to use `node.location` and `node.size`, so if you have a different 3D software package it'd still be easily possible to display. def format_coordinate(coordinate, links, default_location=[], default_value=0.0): """Reformat a coordinate using the new links. For example, the coordinate (-1.0, 0.0, 1.0) with new links as (1, 2, 0, 3) will be reformatted as [0.0, 1.0, -1.0, 0.0]. Always returns a list of len(links) values. """ dimensions = len(coordinate) ''' #Trim off any unnecessary coordinates n = 0 for i in links[::-1]: if i >= dimensions: n += 1 else: break if n: links = links[:-n] ''' #Reformat the coordinate new_location = [None for i in links] for i, j in enumerate(links): if j < dimensions: new_location[i] = coordinate[j] else: try: new_location[i] = default_location[i] except: new_location[i] = default_value return new_location class MayaDraw(object): """Class to be used for Maya only. It handles building cubes and curves to visualise the maze. """ import pymel.core as pm def __init__(self, generation, time_stretch=3): self._gen = generation self._cubes = [] self._curves = [] self._paths = [] self._shaders = [] self._bounding_box = None self._links = range(4) self._time_mult = time_stretch def cubes(self, colours=None, amount=25): """Draw cubes based on information from the nodes. As neighbour checking is spherical, there may be some overlapping where corners meet. It is here you interpret the dimensions, where currently it has support for up to 4 (4th is used for keyframes). """ self.remove(cubes=True, curves=False, paths=False, shaders=True, bounding_box=False) default_location = self._gen.nodes[0].location for node in self._gen.nodes: size = node.size * 1.98 new_location = format_coordinate(node.location, self._links, default_location) #Create new cube new_cube = self.pm.polyCube(n='genCube{}'.format(node.id), w=size, h=size, d=size)[0] self.pm.move(new_cube, new_location[:3]) self._cubes.append(str(new_cube)) #Set attributes self.pm.addAttr(new_cube, sn='gen_id', ln='GenerationID', min=0, at='long') self.pm.setAttr('{}.gen_id'.format(new_cube), node.id) self.pm.addAttr(new_cube, sn='gen_dist', ln='GenerationDistance', min=0, at='long') self.pm.setAttr('{}.gen_dist'.format(new_cube), node.distance) self.pm.addAttr(new_cube, sn='gen_parent', ln='GenerationParent', dt='string') self.pm.setAttr('{}.gen_parent'.format(new_cube), str(node.parent)) self.pm.addAttr(new_cube, sn='gen_child', ln='GenerationChildren', dt='string') self.pm.setAttr('{}.gen_child'.format(new_cube), ', '.join(map(str, node.children))) self.pm.addAttr(new_cube, sn='gen_adj', ln='GenerationNeighbours', min=0, at='long') self.pm.setAttr('{}.gen_adj'.format(new_cube), node.neighbours) #Set 4th dimension as keys if self._gen.dimensions > self._links[3]: time_gap = max(1, node.size * 2 * self._time_mult) time_start = new_location[3] * self._time_mult self.pm.setKeyframe(new_cube, at='v', value=0, time=time_start - time_gap) self.pm.setKeyframe(new_cube, at='v', value=1, time=time_start) self.pm.setKeyframe(new_cube, at='v', value=0, time=time_start + time_gap) self.bounding_box(time_slider=True, draw=False) if colours is None: colours = ['black', 'white'] self.update_shaders(colours, amount) def update_shaders(self, colours, amount=25): shader_name = self._shader_build(colours, amount) increment = (amount - 1) / self._gen.highest for cube in self._cubes: distance = self.pm.getAttr('{}.gen_dist'.format(cube)) * increment i = int(round(distance)) pm.defaultNavigation(source=shader_name.format(i), destination='|{c}|{c}Shape.instObjGroups[0]'.format(c=cube), connectToExisting=True) def curves(self): """Draw curves by following the path of children. Start a new curve when the next ID is no longer a child. """ self.remove(curves=True, cubes=False, paths=False, shaders=False, bounding_box=False) default_location = self._gen.nodes[0].location #Run through all the points curve_list = [] for i, node in enumerate(self._gen.nodes): #Start a new curve if node.id not in self._gen.nodes[i-1].children: try: start_point = self._gen.nodes[self._gen.nodes[i].parent].location start_point = format_coordinate(start_point, self._links, default_location)[:3] except TypeError: start_point = [] curve_list.append([start_point]) new_location = format_coordinate(node.location, self._links, default_location)[:3] curve_list[-1].append(new_location) #Convert to suitable coordinates and draw for curves in curve_list: if len(curves) > 1: converted_coordinates = [coordinate for coordinate in curves if coordinate] new_curve = self.pm.curve(p=converted_coordinates, d=1) self._curves.append(str(new_curve)) def path(self, start, end): """Draw path between two nodes.""" nodes = self._gen.nodes path = recursive_pathfind(start, end, nodes) if path is None: return curve_points = [format_coordinate(nodes[node_id].location, self._links, self._gen.nodes[0].location)[:3] for node_id in path] self._paths.append(str(self.pm.curve(p=curve_points, d=5))) def bounding_box(self, draw=True, time_slider=False): default_location = self._gen.nodes[0].location bb = [format_coordinate(i, self._links, default_location) for i in self._gen.get_bounds()] #Draw the box if draw: self.remove(bounding_box=True, curves=False, cubes=False, paths=False, shaders=False) mid_point = [i / 2 for i in (bb[0][i] + bb[1][i] for i in range(3))] bb_cube = self.pm.polyCube(w=bb[1][0] - bb[0][0], h=bb[1][1] - bb[0][1], d=bb[1][2] - bb[0][2]) self.pm.move(bb_cube[0], mid_point) self._bounding_box = str(bb_cube[0]) #Update the time slider if time_slider and self._gen.dimensions > self._links[3]: pm.playbackOptions(min=int(bb[0][3] * self._time_mult - 1), max=int(bb[1][3] * self._time_mult) + 2) pm.currentTime(int(bb[0][3] - 1) * self._time_mult) return bb def remap_coordinates(self, x=None, y=None, z=None, t=None): """Update coordinate links using the input value. It will attempt to rearrange them based on the input to not result in any duplicates. See format_coordinates() for how the links are used. """ available_links = range(4) if x is not None: del available_links[available_links.index(x)] if y is not None: del available_links[available_links.index(y)] if z is not None: del available_links[available_links.index(z)] if t is not None: del available_links[available_links.index(t)] if x is None: x = available_links.pop(0) if y is None: y = available_links.pop(0) if z is None: z = available_links.pop(0) if t is None: t = available_links.pop(0) self._links = [x, y, z, t] def remove(self, cubes=True, curves=True, paths=True, shaders=True, bounding_box=True): """Remove any objects created by this class.""" scene_objects = set(map(str, self.pm.ls())) delete_objects = [] if cubes: for cube in self._cubes: if cube in scene_objects: delete_objects.append(cube) self._cubes = [] if curves: for curve in self._curves: if curve in scene_objects: delete_objects.append(curve) self._curves = [] if paths: for path in self._paths: if path in scene_objects: delete_objects.append(path) self._paths = [] if shaders: for shader in self._shaders: if shader in scene_objects: delete_objects.append(shader) self._shaders = [] if bounding_box: if self._bounding_box in scene_objects: delete_objects.append(self._bounding_box) self.pm.delete(delete_objects) def _colour_build(self): """Build a dictionary of colours.""" colour_core = {'BLACK': ((0, 0, 0), 'blk'), 'WHITE': ((1, 1, 1), 'wht')} colour_main = {'RED': ((1, 0, 0), 'red'), 'GREEN': ((0, 1, 0), 'grn'), 'BLUE': ((0, 0, 1), 'blu'), 'YELLOW': ((1, 1, 0), 'ylw'), 'MAGENTA': ((1, 0, 1), 'mgt'), 'CYAN':((0, 1, 1), 'cyn')} colour_extra = {'ORANGE': ((1, 0.5, 0), 'org'), 'PURPLE': ((0.5, 0, 0.5), 'ppl'), 'GREY': ((0.5, 0.5, 0.5), 'gry'), 'BROWN': ((0.3, 0.2, 0), 'brn')} for name, values in dict(colour_main).iteritems(): value = tuple({0: 0, 1: 0.5}[i] for i in values[0]) colour_main['DARK{}'.format(name)] = (value, 'd{}'.format(values[1])) value = tuple({0: 0.5, 1: 1}[i] for i in values[0]) colour_main['LIGHT{}'.format(name)] = (value, 'l{}'.format(values[1])) for name, values in dict(colour_extra).iteritems(): value = tuple({0: 0, 0.2: 0.1, 0.3: 0.2, 0.5: 0.3, 0.7: 0.6, 0.8: 0.7, 1: 1}[i] for i in values[0]) colour_extra['DARK{}'.format(name)] = (value, 'd{}'.format(values[1])) value = tuple({0: 0, 0.2: 0.3, 0.3: 0.4, 0.5: 0.7, 0.7: 0.8, 0.8: 0.9, 1: 1}[i] for i in values[0]) colour_extra['LIGHT{}'.format(name)] = (value, 'l{}'.format(values[1])) result = {} result.update(colour_core) result.update(colour_main) result.update(colour_extra) return result def _colour_transition(self, colours, amount): """Create a transition between colours. Input must be in (R, G, B) format. """ if len(colours) == 1: return [colours[0]] * amount amount -= 1 increment = amount / (len(colours) - 1) result = [] for i in range(amount): progress = i / increment colour_index = int(progress) colour_percentage = progress % 1 colour_current = colours[colour_index] colour_next = colours[colour_index + 1] difference = [colour_next[0] - colour_current[0], colour_next[1] - colour_current[1], colour_next[2] - colour_current[2]] difference = [i * colour_percentage for i in difference] result.append(tuple(i + j for i, j in zip(colour_current, difference))) result.append(colours[-1]) return result def _shader_build(self, colours, amount): """Create the shaders.""" #Get colour values from input colour_dict = self._colour_build() valid_colours = [] for name in colours: name_format = name.replace(' ','').upper() try: valid_colours.append(colour_dict[name_format]) except KeyError: pass if not valid_colours: raise ValueError('no valid colours input') #Format name name_base = ''.join(name.capitalize() for rgb, name in valid_colours) name_surface = "surface{}{}{}".format(name_base, amount, 'n{}') name_base = name_base[0].lower() + name_base[1:] name_shader = '{}{}{}'.format(name_base, amount, 'n{}') #Delete duplicate shaders scene_objects = set(map(str, self.pm.ls())) delete_list = [] if name_shader.format(0) in scene_objects: for i in range(amount): existing_shader = name_shader.format(i) if existing_shader in scene_objects: delete_list.append(existing_shader) if delete_list: self.pm.delete(delete_list) transitions = self._colour_transition([rgb for rgb, name in valid_colours], amount) for i, colour in enumerate(transitions): #Create shader new_shader = self.pm.shadingNode('lambert', asShader=True, name=name_shader.format(i)) new_shader.color.set(colour, type='double3') #Link with surfaceshader new_surface = self.pm.sets(renderable=True, noSurfaceShader=True, empty=True, name=name_surface.format(i)) self.pm.connectAttr(new_shader.outColor, new_surface.surfaceShader) self._shaders.append(new_shader) return name_shader Then this is the actual code to run the functions, I think it should work outside of Maya. `max_length` is how long forks are allowed to grow before ending, the rest is fairly self explanatory I think. #Delete previous generation try: draw.remove() except NameError: pass #Create new generation dimensions = 4 generation = GenerationCore(dimensions, multiplier=0.98) generation.generate(min_nodes=10000, max_length=100, max_fails=2000) generation.add_branch(100) #Save/load generation if False: import os file_location = os.path.expanduser('~') + '/MazeGen.cache' generation.save(file_location) generation = GenerationCore.load(file_location) #Draw generation in 3D if in Maya try: draw = MayaDraw(generation, time_stretch=10) except ImportError: pass else: draw.remap_coordinates(x=3, t=2) draw.cubes(amount=100, colours=['white','cyan','purple','white']) draw.curves() draw.path(0, generation.nodes[-1].id) If you set some bounds and the multiplier to 1, it should draw a proper style maze, it's just a bit boring that way. <strike>Since the tree data isn't really stored after the generation,</strike> [here's an example][2] of what the tree looks like at 3000 nodes in 3D. There's probably a better way of doing it but it worked for me. One thing I've realised is I may be able to merge `CoordinateToSegment` with `TreeData`, but I've given up on coding for now so I dunno yet. Edit: Added a few extra bits, mainly for Maya.<br> You can now remap coordinates, so for example, you could use a 3 dimensional generation and swap `x` with `t`, so basically you have the 3D generation, but only 2D slices of it that you view by changing the time.<br>I also added the shaders too, so now you can see 4D generations properly. To be totally honest, I thought they'd look cooler (the 4D generations, not shaders), but they're a bit disappointing haha, but I'll try render a video later to show what it looks like. If anyone has an idea for the 5th dimension or any others, I'm all ears. [1]: http://oi62.tinypic.com/28h0u46.jpg [2]: http://pastebin.com/gzkuJLNi