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Godot 4 - Draw fewer tiles by using a DualGrid system

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Автор - jess::codes ссылка - От автора: I’ve spent a LOT of time drawing tiles! So when I came across this alternative approach to auto-tiling that requires fewer tiles, I knew I had to give it a go. This video is all about the “Dual-Grid System” (first proposed by Oskar Stalberg), and how I implemented it in Godot. Unlike most other tilesets, it also allows for equally rounded corners! Finally - I can sleep well at night knowing my tiles are all equally rounded. I also go through the 3 more common tilesets that I’ve seen so you have a better understanding of alllll the options. I would honestly love to see the dual-grid system used more widely - so I hope this video at least brings some awareness to it! There was hardly anything online about implementing this in a game engine, so it was a lot of trial and error. I apologise if I made any mistakes and I’m sure there’s many improvements and optimisations (e.g. tile symmetry) that could be made. I’d be keen to hear your thoughts! I tried by best to explain my understanding of this complicated topic, but these guys probably do a better job lol :) - Talk by Oskar Stålberg: • SGC21- Oskar Stålberg - Beyond Towns... - Dual-grid explained by ThinMatrix: • Programming Terrain Generation for my... Other links: Tile templates adapted from: Dual-grid system in Godot demo: Helpful tool to convert 15-piece sets to 47-piece sets:

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