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#tilemap — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #tilemap, aggregated by home.social.

  1. Oh, giusto!
    Ho dimenticato di mostrare il risultato, applicato al mio caso d'uso.

    I giorni scorsi, ho riportato qui la versione sviluppata usando le #SpriteMap di #BabylonJS.
    Questo -invece- è il risultato ottenuto con #ThreeJS mediante l'uso di una classe "#TileMap" e uno #Shader ad-hoc scritti dal sottoscritto.

    Son molto contento del risultato! 🥰

    La parte grafica di "visualizzazione" è praticamente finita.
    Ora potrò -finalmente- concentrarmi sulla "ciccia" e le logiche "core" del gioco... 😏

  2. "Come lo feci" di @byloth Von Frankenstein

    #TileMap & #Mipmap: non vanno d'accordo...
    Online è una cosa risaputa; «Everyone knows it!» - mi han risposto, in un forum!

    «#YesBut... Why?» - e cadeva il silenzio...

    Qualcuno ha provato a darmi delle risposte che -sul momento- ho preso per buone... In seguito, rivelatesi errate!

    Ci ho messo 2 settimane...
    Ma potrò lasciare ai posteri il mio retaggio: come usare tilemap e mipmap insieme.

    discourse.threejs.org/t/seams-

    «Si può fare!» 🤯

    #BDDGZProject

  3. Migrazione a #ThreeJS.

    Il primo problema è che -la libreria- non dispone di un componente già pronto per la gestione delle #TileMap (a differenza di #BabylonJS).

    Online non ho trovato nulla che facesse al caso mio...
    Mi metto -quindi- di buona lena ad implementarlo.

    Un banale piano, una texture da caricare e qualche riga di #TSL da scrivere... E le famose #Mipmap?

    Le abilito ma -anche il mio #Shader, come quello di Babylon- non le gestisce correttamente.

    Qui il risultato. 😞

    #BDDGZProject

  4. Some fun in #Godot4 today. Created a small #Tilemap and added my #character sprinkled some #soundeffects to it and made it runnable.

    🕶️ :ablobcatbouncefast:

    clips.twitch.tv/CrepuscularSpa

  5. Dropping a new #Stata #dataviz #guide on how to reproduce a viral #USA #tilemap for historical #presidential #elections voting patterns. The guide contains all the info on packages required, code, & detailed step-by-step description.

    Share your replications! #Stataviz

    medium.com/the-stata-gallery/r

  6. Dropping a new #Stata #dataviz #guide on how to reproduce a viral #USA #tilemap for historical #presidential #elections voting patterns. The guide contains all the info on packages required, code, & detailed step-by-step description.

    Share your replications! #Stataviz

    medium.com/the-stata-gallery/r

  7. Dropping a new #Stata #dataviz #guide on how to reproduce a viral #USA #tilemap for historical #presidential #elections. The guide contains all the info on packages required, code, & detailed step-by-step description.

    Share your replications! #Stataviz

    medium.com/the-stata-gallery/r

  8. Dropping a new #Stata #dataviz #guide on how to reproduce a viral #USA #tilemap for historical #presidential #elections voting patterns. The guide contains all the info on packages required, code, & detailed step-by-step description.

    Share your replications! #Stataviz

    medium.com/the-stata-gallery/r

  9. I wrote an in-dept breakdown about the custom navmesh baking code that I wrote for my Godot 4 project (there are a lot of pictures): cohost.org/exodrifter/post/247 #godot #indiedev #gamedev #tilemap #navigation #explanation

  10. No flow? Then sharpen your pencils!

    If ine of this days where the juices seel to not flow to work on your game, take a step back. And „sharpen your pencils“. Doodle around with your pixeleditor. Read that manual of this that add-on you are using. Clean up your project folder or rework that one tile in your #tilemap. Or think about and prepare a new sound fx.

    Eventy project can benefit also from this tiny tasks. Like making a holiday inside your project.

    #gamedev #indiegames #gamedesign #sfx

  11. I'm currently toying around with #AutoTiling – and looked into how #Celeste is doing it. Its tilesets follow a common template (image 1). To my surprise it does *not* include all possible inner corners, though! It's noticeable in-game as well (image 2 or highlighted in image 3). Obviously saves time (16 tiles less), but for a game that includes multiple variations for most of its tiles, it seems rather odd? 🤔 Am I missing something here? @saint11

    #GameDev #TileMap #TileSet

  12. I'm currently toying around with #AutoTiling – and looked into how #Celeste is doing it. Its tilesets follow a common template (image 1). To my surprise it does *not* include all possible inner corners, though! It's noticeable in-game as well (image 2 or highlighted in image 3). Obviously saves time (16 tiles less), but for a game that includes multiple variations for most of its tiles, it seems rather odd? 🤔 Am I missing something here? @saint11

    #GameDev #TileMap #TileSet

  13. I'm currently toying around with #AutoTiling – and looked into how #Celeste is doing it. Its tilesets follow a common template (image 1). To my surprise it does *not* include all possible inner corners, though! It's noticeable in-game as well (image 2 or highlighted in image 3). Obviously saves time (16 tiles less), but for a game that includes multiple variations for most of its tiles, it seems rather odd? 🤔 Am I missing something here? @saint11

    #GameDev #TileMap #TileSet

  14. I'm currently toying around with #AutoTiling – and looked into how #Celeste is doing it. Its tilesets follow a common template (image 1). To my surprise it does *not* include all possible inner corners, though! It's noticeable in-game as well (image 2 or highlighted in image 3). Obviously saves time (16 tiles less), but for a game that includes multiple variations for most of its tiles, it seems rather odd? 🤔 Am I missing something here? @saint11

    #GameDev #TileMap #TileSet

  15. I'm currently toying around with #AutoTiling – and looked into how #Celeste is doing it. Its tilesets follow a common template (image 1). To my surprise it does *not* include all possible inner corners, though! It's noticeable in-game as well (image 2 or highlighted in image 3). Obviously saves time (16 tiles less), but for a game that includes multiple variations for most of its tiles, it seems rather odd? 🤔 Am I missing something here? @saint11

    #GameDev #TileMap #TileSet

  16. The current state of my #tilemap. the colours are placeholder, but the thing works. It decides which of an array of 38 sprites will be shown on a particular place. The water thing takes up one tile, but 8 others are slightly affected and take a bit of water too.
    #GameDev

  17. There's something nice about making a #tilemap by hand. Don't know why, but what's more exhilarating than making sure tbe right sprite is shown when the north eastern neighbours is X and the western is Y? Not even kidding. I'll try to have a screenshot ready tonight. #GameDev

  18. @eniko In z80 assembly i would set the stack pointer to the start of the tilemap, if each tile procedure ends with a ret instruction will jump to the next tile procedure.

    Example:
    ```
    tilemap::
    .dw #tile0, #tile1, #tile2, #tile3,#tilemap_end

    draw_tilemap::
    di ;; Disable interrupts
    ld (restore_stack), sp
    ld sp, #tilemap
    ret
    tilemap_end::
    restore_stack = .+1
    ld sp, #00
    ei enable interrupts
    ret
    ```

    I don't know if this kind of tricks can be done in 8086