I’ve taken some of the ideas from Mazes for Programmers and implemented them in python for Blender. This makes used of the Sverchok add-on for node based procedural geometry.
I’ve implemented the 2D version using a tile based approach.
In the 3d version each cell can have 12 neighbors; the 4 adjacent cells on the same layer, the 4 cells above these adjacent cells and the 4 cells below them. This configuration is good for marble runs and mazes to explore in a game environment.
The github repo has the python code, blender example code and a number of blender game engine demos showing how to generate endless game levels to explore with a third person player or marble run mazes to solve.
Thanks for a great book, next I hope to look at the weave mazes and maybe some unidirectional mazes using drop offs as well as ramps.