#tilemap — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #tilemap, aggregated by home.social.
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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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... 😏 -
"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.https://discourse.threejs.org/t/seams-artifacts-between-texture-tiles-when-using-mipmaps/72979/12
«Si può fare!» 🤯
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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. 😞
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A much more successful isometric map test:
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Check out Asesprite V1.3! The #tilemap editor is finally released!
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Some fun in #Godot4 today. Created a small #Tilemap and added my #character sprinkled some #soundeffects to it and made it runnable.
🕶️ :ablobcatbouncefast:
https://clips.twitch.tv/CrepuscularSparklingCourgetteDAESuppy-jDUd5Ci1iEm7KJkr
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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
https://medium.com/the-stata-gallery/reproducing-a-viral-usa-tilemap-in-stata-e2d3b53346f4 -
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
https://medium.com/the-stata-gallery/reproducing-a-viral-usa-tilemap-in-stata-e2d3b53346f4 -
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
https://medium.com/the-stata-gallery/reproducing-a-viral-usa-tilemap-in-stata-e2d3b53346f4 -
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
https://medium.com/the-stata-gallery/reproducing-a-viral-usa-tilemap-in-stata-e2d3b53346f4 -
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): https://cohost.org/exodrifter/post/2473763-custom-navmesh-bakin #godot #indiedev #gamedev #tilemap #navigation #explanation
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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.
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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
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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
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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
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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
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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
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@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_enddraw_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
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Auto tile con Godot 4.0 y animación acabada (a falta de pulir, tal vez, si eso). Buenas noches. :-)
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Placings Walls in Tile Maps with Tile Strings. #gamedev #procedural #tilemap
https://blog.libove.org/posts/walls-in-tile-map-with-tile-strings/