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HTML

              
                
              
            
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CSS

              
                body { background:black;}
              
            
!

JS

              
                var con = console;
var maxIterations = 15000;
var maxStartIterations = 1000;
var iterations = 0;
var runs = 0;

var gridSize = 10;
var cubeSize = 12;
var maxPaths = 100; // maxPaths probably effects peformance more than anything else, but the bailout iterations above too.

var cubesPerNode = 4;


var px = 0;
var py = 0;
var py = 0;
var direction = 2;

var currentPath = -1;
// var paths = [];
var path;

function tran(v) { return (v - (gridSize - 1) / 2) * cubeSize; }

var grid = [];
for (var i = 0; i < gridSize; i++) {
  grid[i] = [];
  for (var j = 0; j < gridSize; j++) {
    grid[i][j] = [];
    for (var k = 0; k < gridSize; k++) {
      grid[i][j][k] = 0;
    }
  }
}


function drawPath(path) {
  if (path.length == 1) return; // draw single dots???

  var grey = 0x30 + Math.random() * 0x60;
  var colour = grey << 16 | grey << 8 | grey;
  if (Math.random() > 0.9) colour = 0x00ff40;
  // var colour = ~~(currentPath / maxPaths * 0xffffff);

  for ( var i = 1, il = path.length; i < il; i++) {
    var a = path[i - 1], ax = a[0], ay = a[1], az = a[2];
    var b = path[i],     bx = b[0], by = b[1], bz = b[2];

    for( var j = 0; j < cubesPerNode; j++) {

      var x = ax + (bx - ax) * j / cubesPerNode;
      var y = ay + (by - ay) * j / cubesPerNode;
      var z = az + (bz - az) * j / cubesPerNode;
      
      addCube(x, y, z, colour, i, j);

    }

    // draws a keyline down the centre of a path
    // var material = new THREE.LineBasicMaterial({color: colour});
    // var geometry = new THREE.Geometry();
    // geometry.vertices.push(
    //   new THREE.Vector3(tran(ax), tran(ay), tran(az)),
    //   new THREE.Vector3(tran(bx), tran(by), tran(bz))
    // );

    // var line = new THREE.Line(geometry, material);
    // group.add( line );

  }

  addCube(bx, by, bz, colour, i, 0);


}


function pointValid(x, y, z) {
  return grid[x] != undefined && grid[x][y] != undefined && grid[x][y][z] != undefined;
}

function pointFree(x, y, z) {
  return pointValid(x, y, z) && grid[x][y][z] != 1;
}

function getNextPoint() {
  var newX = px, newY = py, newZ = pz, newDir = Math.floor(Math.random() * 5) - 2;
  var dir = (6 + direction + newDir) % 6; // make sure dir is not backwards.
  // con.log("dir", dir)
  switch (dir) {
    case 0: newX--; break; // left
    case 1: newY--; break; // up
    case 2: newZ--; break; // forwards
    case 3: newX++; break; // right
    case 4: newY++; break; // down
    case 5: newZ++; break; // backwards
  }

  var valid = pointValid(newX, newY, newZ);

  if (valid) {
    direction = dir; // update new direction
    return {
      x: newX,
      y: newY,
      z: newZ,
      complete: !pointFree(newX, newY, newZ) // if it's not free, it's occupied. this line is over!!!
    }
  } else {
    return getNextPoint(); // try again, with original point.
  }
}


function calcSection() {

  var nextPoint = getNextPoint();

  // con.log(nextPoint)

  if (nextPoint.complete === true) {

    drawPath(path);
    if (currentPath < maxPaths) {
      // newPath();
      setTimeout( function() { newPath() }, 10 + Math.random() * 500);
    } else {
      con.log("maxPaths");
    }

  } else {

    px = nextPoint.x;
    py = nextPoint.y;
    pz = nextPoint.z;
    // con.log('nextPoint', px, py, pz)

    grid[px][py][pz] = 1;
    path.push([px, py, pz]);
    // paths[currentPath] = path;

    iterations++;

    // drawPath(path);


    if (iterations < maxIterations ) {
      // setTimeout( function() { calcSection() }, 30);
      calcSection();
    } else {
      // drawPath(path);
      con.log("iterations reached", iterations,  maxIterations);
    }
    // if (iterations < 60 ) calcSection();

  }

}


var startPositions = gridSize * 4;
var start = [];
for ( var i = 0; i < startPositions; i++ ) {
  start[i] = i;
}


function newStart() {


  px = ~~(Math.random() * gridSize);
  py = ~~(Math.random() * gridSize);
  pz = ~~(Math.random() * gridSize);

  var edge = Math.round(Math.random() * 6);
  switch (edge) {
    case 0: px = 0; break; // left
    case 1: py = 0; break; // top
    case 2: pz = 0; break; // front
    case 3: px = gridSize - 1; break; // right
    case 4: py = gridSize - 1; break; // bottom
    case 5: pz = gridSize - 1; break; // back
  }

  if (!pointFree(px, py, pz) && iterations < maxStartIterations) {
    iterations++;
    // con.log("finding new start!!!");
    newStart();
  }


}

function newPath() {
  currentPath++;

  newStart();

  iterations = 0;

  path = [];
  path.push([px,py,pz]);
  grid[px][py][pz] = 1;

  calcSection();
}
















var stageWidth = 800;
var stageHeight = 800;


var cameraTarget = new THREE.Vector3(0,0,0)
var camera = new THREE.PerspectiveCamera(55, stageWidth/stageHeight, 1, 20000);
camera.position.x = 100;
camera.position.y = cubeSize * gridSize / 1.8; // just outside bounding box.
camera.position.z = 200;
camera.lookAt(cameraTarget);

var scene = new THREE.Scene();
// scene.fog = new THREE.Fog( 0x000000, 5000, 10000 );

var pointLight =  new THREE.PointLight(0xffffff);
pointLight.position.x = 5000;
scene.add(pointLight);

var pointLight =  new THREE.PointLight(0xffffff);
pointLight.position.y = 5000;
scene.add(pointLight);

var pointLight =  new THREE.PointLight(0x404040);
pointLight.position.z = 5000;
scene.add(pointLight);



var group = new THREE.Object3D();
scene.add( group );

// draw bounding box
// var geometry = new THREE.BoxGeometry(cubeSize * gridSize, cubeSize * gridSize, cubeSize * gridSize);
// var material = new THREE.MeshBasicMaterial({ wireframe: true, color: 0x303030 });
// var cube = new THREE.Mesh(geometry, material);
// group.add( cube );


var renderer = new THREE.WebGLRenderer();
renderer.setSize(stageWidth, stageHeight);
document.body.appendChild( renderer.domElement );

function render(t) {
  requestAnimationFrame( render );
  group.rotation.z += 0.001;
  group.rotation.x += 0.001;

  camera.position.z -= 0.1;
  camera.lookAt(cameraTarget);

  renderer.render( scene, camera );
}



function addCube(x, y, z, colour, ii, jj) {
  // scope really helpful here for passing in variables to a timeout function call.
  setTimeout( function() {
    var cubeGeometry = cubeSize / cubesPerNode * 0.9;

    var geometry = new THREE.BoxGeometry(cubeGeometry, cubeGeometry, cubeGeometry);

    var material = new THREE.MeshPhongMaterial( {
      color: colour,
      shininess: 100,
      shading: THREE.SmoothShading
    } )

    var cube = new THREE.Mesh(geometry, material);
    cube.position.x = tran(x);
    cube.position.y = tran(y);
    cube.position.z = tran(z);

    group.add(cube);

  }, (ii * cubesPerNode + jj) * 50);

}






newPath();

render(0);





              
            
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999px

Console