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whats the trick?

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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?

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variation... ie don't be repetitive. Use more than one tile, use lots of different tiles.

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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 ?

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You could look into [url="http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/R046.pdf"]aperiodic tiling[/url]. You can generate sets of tiles that can be placed in non-repeating sequences.

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[quote name='thefollower' timestamp='1306889797' post='4818105']
that looks v.handy - but even in the examples shown you could not repeat it seamlessly if i understood correctly.
[/quote]
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.

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If you look down the list a few posts someone has written an article about this:

[url="http://www.gamedev.net/topic/596227-breaking-out-of-the-isometric-grid/"]http://www.gamedev.net/topic/596227-breaking-out-of-the-isometric-grid/[/url]

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Draw maybe 2-3 different tiles per map. Not including corners/sides of wall.

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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:
[url="http://en.wikipedia.org/wiki/Wang_tiles"]http://en.wikipedia.org/wiki/Wang_tiles[/url]
[url="http://en.wikipedia.org/wiki/Texture_synthesis"]http://en.wikipedia.org/wiki/Texture_synthesis[/url]

Great example picture:
[url="http://spiralforums.biz/uploads/post-8584-1193026814.gif"]http://spiralforums.biz/uploads/post-8584-1193026814.gif[/url]

Good Luck!

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