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Screenshot from 2023-05-02 00-18-06.png
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(fast enough for a 1M-tile grid of random crap)
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Awww yisss! Everything* I wanted feature-wise from this tileset:
- Map declared in Multicolor SDF (lava is the base layer, everything else is boolean'd together)
- 4-corner Wang tiles extracted from TileSetter project (no, I didn't do those 96 tiles by hand) (package pending)
- Per-tile attributes in the "free" vec4 slot. Here - tile speed (also used for passability).
- A* path-finding with per-tile travel costs (the truck on the screenshot prefers flat terrain as ridges are slow to crawl).
* I have unused alternative biome tiles... to spice up the landscape 😏
- Map declared in Multicolor SDF (lava is the base layer, everything else is boolean'd together)
- 4-corner Wang tiles extracted from TileSetter project (no, I didn't do those 96 tiles by hand) (package pending)
- Per-tile attributes in the "free" vec4 slot. Here - tile speed (also used for passability).
- A* path-finding with per-tile travel costs (the truck on the screenshot prefers flat terrain as ridges are slow to crawl).
* I have unused alternative biome tiles... to spice up the landscape 😏
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Screenshot_from_2023-05-08_15-04-49.png
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Visibility is surprisingly tricky. Lots of implementation options, semantic options and how to combine those.
Extracted tile "proxy" data from Tilesetter projects. Makes maps a little less bland even in extreme conditions.
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Subtleties of animation…
Had to slice the effect sprite into fg/bg parts and put them on different layers. And synchronize everything manually 😓
Had to slice the effect sprite into fg/bg parts and put them on different layers. And synchronize everything manually 😓
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Linear Space Program
Been fever-dreamin' some DIY material layering and light sources (before I get to the chapter 7 of the second book). The amount of noise from emissive materials is.. ugh. Apparently this is why we bother with "light sources" instead of just dropping some…
Night is the time for experiments [with monadic material composition]
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