- Blackout
- Faster Than Light
- Hex Board
- Invariants
- Listening To OEIS
- Logic Gates
- Penrose Maze
- Syntactic Sugar
- Terminal Colors

- A Twist on Wadler's Printer
- Preventing Log4j with Capabilities
- Algebra and Data Types
- Pixel to Hex
- Linear vs Binary Search

- Traffic Engineering with Portals, Part II
- Traffic Engineering with Portals
- Algebra and Data Types
- What's a Confidence Interval?

- A Twist on Wadler's Printer
- Space Logistics
- Hilbert's Curve
- Preventing Log4j with Capabilities
- Traffic Engineering with Portals, Part II
- Traffic Engineering with Portals
- Algebra and Data Types
- What's a Confidence Interval?
- Uncalibrated quantum experiments act clasically
- Pixel to Hex
- Linear vs Binary Search
- There and Back Again
- Tree Editor Survey
- Rust Quick Reference
- The Prisoners' Lightbulb
- Notes on Concurrency
- It's a blog now!

Mazes are typically constructed on regular grids: square, triangular, hexagonal, etc. But what if you generate a maze on top of a Penrose tiling, which is guaranteed to be irregular? (It is an aperiodic tiling.) The resulting mazes have a very characteristic appearance: they are filled with circles and stars, but the tiling they are built on guarentees they never repeat exactly. The walls come in ten angles, and I imagine it would be very easy to get lost in such a maze.

The mazes are random, but the tilings they are build on top of are constructed deterministically via the algorithm described here.

Here is a picture of a resulting maze. It is colored to make the solution apparent.

You can see the source code if you wish, but be warned - itâ€™s not pretty. It is written in Python, uses Pygame, and the maze generation algorithm is breathtakingly inefficient.

Larger images: