jess::codes Draw fewer tiles - by using a Dual-Grid system!
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📃 Оригинальное описание:
I’ve spent a LOT of time drawing tiles! So when I came across this alternative approach to auto-tiling that requires fewer tiles, I knew I had to give it a go. This video is all about the “Dual-Grid System” (first proposed by Oskar Stalberg), and how I implemented it in Godot. Unlike most other tilesets, it also allows for equally rounded corners! Finally - I can sleep well at night knowing my tiles are all equally rounded.
I also go through the 3 more common tilesets that I’ve seen so you have a better understanding of alllll the options.
I would honestly love to see the dual-grid system used more widely - so I hope this video at least brings some awareness to it! There was hardly anything online about implementing this in a game engine, so it was a lot of trial and error. I apologise if I made any mistakes and I’m sure there’s many improvements and optimisations (e.g. tile symmetry) that could be made. I’d be keen to hear your thoughts!
I tried by best to explain my understanding of this complicated topic, but these guys probably do a better job lol :)
- Talk by Oskar Stålberg:
- Dual-grid explained by ThinMatrix:
Other links:
Tile templates adapted from:
Dual-grid system in Godot demo:
Dual-grid system in Unity demo:
Helpful tool to convert 15-piece sets to 47-piece sets:
Chapters:
00:00 - Making tiles is hard
00:32 - 3 commonly used tilesets
01:57 - The problem of equally rounded corners
02:26 - What is the dual-grid system?
03:20 - Implementing dual-grid system in Godot
04:06 - Understanding dual-grid coordinates
04:55 - Final remarks & tips
05:32 - Game update :)
Music:
Undertale - Hotel
C418 - Taswell
@madisonjamessmithmusic3641
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