#video by Oskar Stalberg #toread on #dual-grid #tilesets for #videogames. For a triangle grid, you only need four little triangle “modules”! (If you can rotate them. He calls his tiles “modules” maybe because they have elevation.) For a square grid it’s 6. He demos a lot of stuff from his game "Townscaper", where the dual grid is entirely made of quads (somewhat skewed) but the primary grid (that the player interacts with) also has the occasional triangle, pentagon, or hexagon (corresponding to degree-3, degree-5, and degree-6 vertices in the primary grid). I wonder what other #tessellations might be interesting?
In another game, he’s doing a thing where he sort of goes back and forth between a triangular grid and a square grid, by cutting his square tiles into triangles in two different ways, and using #WaveFunctionCollapse with restarts to generate a terrain satisfying the implicit constraints of his modules. He’s generating islands from the edge with the constraint that each new module placed must be as high as or higher than the previously placed modules, thus avoiding the kinds of unrealistic local elevation minima that plague Minetest mapgen. This also helps to make the world navigable on foot.
He says he generates the Townscaper quad grid by subdividing a triangle grid, because you can subdivide a quad into four quads and you can subdivide a triangle into three quads, but then later he shows some stuff that sort of contradicts that, where before subdivision some of the triangles were joined up into quads.
Super interesting talk.
on 02025-12-08discussion of texture synthesis #algorithms including mxgmn’s new "wavefunction collapse" algorithm
on 02016-10-11