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Awww yisss! Everything* I wanted feature-wise from this tileset:

  • Map declared in Multicolor SDF (lava is the base layer, everything else is boolean’d together)
  • 4-corner Wang tiles extracted from TileSetter project (no, I didn’t do those 96 tiles by hand) (package pending)
  • Per-tile attributes in the “free” vec4 slot. Here - tile speed (also used for passability).
  • A* path-finding with per-tile travel costs (the truck on the screenshot prefers flat terrain as ridges are slow to crawl).

  • I have unused alternative biome tiles… to spice up the landscape 😏

Reading Wikipedia resulted in a slightly different path-finding algorithm than intended.

Behold: A-A-A-A-A*!

(At least it doesn’t jump straight into lava.)

The floor and lava

(There are some kinky borders. Most likely the fix would end up involving a rewrite of the quad-tree structure or something like that.)

Adventures in the BitIndexLand

With no wang-compatible tileset at hand, the tiles are indices themselves.

All the pieces so far:

  • Dynamic tilemap.
  • A minimap view synced to it (using 1px tile atlas for colors).
  • Draggable viewport.
  • Some animated sprites in world-space.
  • Screen-space (yellow) and tile-space (blue) selection boxes.
  • Status frames for sprites caught in selection.
  • The window is still resizable (tilemap re-center appropriately and minimap sticks to its corner with a small padding).

Animating all you can eat sprites by cranking just one field in uniform. iGPU chews through 10k jumping things at full FPS while remaining responsible (i.e. not CPU-chocked) up into 100k.

(Dynamically updated tilemap chugging in the background.)

  • Mom, I want wa ch zod ahaaskes rea.
  • We have wa ch zod ahaaskes rea at home.
    Wa ch zod ahaaskes rea at home:
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