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4h 43m 58s logged

I re-implemented the map algorithm to use Prim’s algorithm instead of sidewinder. I also changed it to use cells with bitflags for the walls instead of doubling the map size. Maps can now be dynamically sized instead of using a compile time constant so on different levels I can make them larger or smaller. I also tweaked Prim’s algorithm to generate a braid maze instead of a perfect maze.

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