Jump to content
  • Advertisement
Sign in to follow this  
Rhaal

2D Terrain

This topic is 4983 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
No, it's for programmers [sort of].

Essentially it's 2 tricks to reduce the amount of artwork needed to display all the various permutations of terrain transitions.

The first is to create an order of operations based on the texture [rather than tile order] which reduces the number of terrain permutations [instad of doing both forest over grass and grass over forest artwork, you make forest always on top so you only need 1]

The second is to make the actual transition art additive. That makes it so that for example if you need to draw a transition to the left and the upper left, you draw left_transition.pic and uleft_transition.pic rather than draw left_and_uleft_transition.pic;

It should reduce the artwork needed from something unimaginable to something feasible.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!