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On 2/29/2016 2:03 AM, Anthony D. Baye wrote:
> Mike Horvath <mik### [at] gmailcom> wrote:
>> Can anyone recommend a way of creating sprites like these?
>>
>>
http://www.gamedev.net/page/resources/_/technical/game-programming/tilemap-based-game-techniques-handling-terrai-r934
>
>>
>> The sprites need to join up together smoothly at the edges so you don't
>> see a big seam between them. I was thinking of using the intersection of
>> an squarish isosurface and a plane, but that will not necessarily line
>> up at the edges.
>>
>> Thoughts?
>>
>>
>> Mike
>
> 1) Determine your terrain types
> e.g. desert, plains, beach, tundra, taiga, forest, boreal... etc.
> 2) make a 3x3 grid, and create a radial transition between each type
> 3) slice up the resulting image into tiles
> 4) create a map using large tiles, say 16x16, you might look at the diamond
> square algorithm. Limit your shades of grey to the number of different biomes
I don't quite get what you're saying. For instance, why would I want to
use a radial texture map?
Also, does the diamond square algorithm repeat at its edges?
Mike
>
> alternatively, you might use a 2d cellular automata: Split the tiles into
> categories - center (can only border on it's own type), north edge (can only
> connect to a south edge or a center of the border type...
>
> https://www.youtube.com/watch?v=MFvsRvo_78Y
>
> Regards,
> A.D.B.
>
>
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