Jump to content
  • Advertisement
Sign in to follow this  
CelticSir

whats the trick?

This topic is 2541 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

So - what is the trick for creating maps with tiles that make it look so - non tiled lol.

Any one got any tips on how to make ground terrain on tiles not look repetitive?

Share this post


Link to post
Share on other sites
Advertisement
True but there has to be a limit to how many you use to make it not too heavy on resources... does any one use a genera rule of thumb of how many tiles before you repeat the pattern ?

Share this post


Link to post
Share on other sites
that looks v.handy - but even in the examples shown you could not repeat it seamlessly if i understood correctly.

Share this post


Link to post
Share on other sites

that looks v.handy - but even in the examples shown you could not repeat it seamlessly if i understood correctly.

You don't understand: nothing is simply "repeated", Stam's ingenious substitution rule is simply a way to compute cheaply which of the 16 Wang tiles you want to place in each position of an arbitrarily large grid. All tiles match seamlessly with the other tiles that have the same edge type (for example yellow vertical: either of #1 and #15 can fit left of #13, #14 or #15) because they have been drawn that way.

There are simpler ways to lay out Wang tiles and corner tiles; for example you could have one or more tiles for each arrangement of four edge or corner types, assign all of them pseudorandomly (applying a "noise function" to edge/corner positions) and choose (again, with a pseudorandom function) a tile variation for each location among the suitable ones. Something of this sort, with only two corner labels, is done in an article of GPU Gems 1 or 2; they arrange tiles in a square texture according to a de Bruijn array so that the texture itself doesn't have discontinuities and simple wrapped texture lookup can be used.

Share this post


Link to post
Share on other sites
Wang Tiling and Texture Quilting allow you to hide the fact you have a limited number of tiles. You use texture synthesis and texture quilting techniques to create about 12-16 Wang tiles with a very specific layout structure then use the basic N,S,E,W matching rules for your Wang Tiles to implement a Wang Tiling, and fit them together.

Most of what i've seen on these is grad-level work involving things like markov chains and best-path/least-path statistics to "generate" the tiles, but creating by hand 16 Wang tiles isnt difficult and i would recommend doing that first.

starting points:
http://en.wikipedia.org/wiki/Wang_tiles
http://en.wikipedia.org/wiki/Texture_synthesis

Great example picture:
http://spiralforums.biz/uploads/post-8584-1193026814.gif

Good Luck!

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!