Defining Awesome
  • Status Updates

  • Written by . Posted at 11:51 am on October 29th, 2009

    I’ve been working hard to rearrange the tilemap data structures. I’m nearly complete. There is nothing to show cause it looks the same but the internal working of the tilemap engine is very promising now. I think I haven’t mentioned this but the tilemap is procedurally generated from a sketch made in a bitmap file. You can see this working in the network test release (Map folder).

    The individual tiles are now also generated instead of being painted. In contrary to traditional bitmap files they are made out of several components. A tile mask (for determining alpha values), multiple textures (color, details, blending) and different ways of rendering the textures for the end result. Each tile will also look differently depending on where it is placed on the map (everything made by algorithms).

    The rearranging of data has been made so that the map maker can have an infinite possibility of creating these tiles. Each tile can be described in a simple script and then used on the map.

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    1. woot

    2. Underline

      what about the reflection of the walls?.. still the engine knows if the wall is made of metal, wood, if it have holes and stuff?
      like sigvatr showed in his blog some time ago.


    3. Anonymous

      can the walls be every angle now? not only 0degrees, 45 and 90degrees like it was in the test?

    4. Its everything as it was plus more.

    5. Anonymous

      It’d be cool if you got a account and webcasted your development progress live.

    6. soooooooooooooooooooooooooooooo when do we get to see some sweet gosteks and vehicle sprites or designs, im looking forward to storming the front in an armored suit/mech

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