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Questions tagged [tiles]

Identically shaped objects (often squares or hexagons) representing spatial information.

0 votes
0 answers
62 views

I have my OpenStreetMap data exported using QGIS as a gltf file, and I'm trying to align it with Cesium 3d tiles for my high resolution model. The problem is that both have different coordinate ...
cluck ham's user avatar
1 vote
2 answers
137 views

So I am making a game which has a farm. The farm is a tile map with each individual tile being a crop/mud. I want to achieve the following As the player interacts with a particular crop tile, I change ...
kiner_shah's user avatar
1 vote
0 answers
120 views

I am creating a 2D procedural terrain using many Tile GameObjects. To make this infinite (and more performant), I dynamically load and unload chunks based on the players position and a variable ...
Pow's user avatar
  • 449
5 votes
1 answer
372 views

When digging through Starbound's assets, the assets for dirt had two rows. A top row that was 8x8 pixels and a bottom that was 12x12 (See image): Now I know that they're not just simply being placed ...
Robert I Renode's user avatar
0 votes
0 answers
103 views

I am attempting to make a CompositeTile out of 4 sprites (one for each corner of the tile) that can be used as a single Tile ...
Martin Bocanegra's user avatar
5 votes
5 answers
2k views

Note: the main problem has nothing to do with the TYPE of pathfinding algorithm (A*, flow-field etc), allow me to explain: I have a 2d grid and a lot of agents moving around, I want it so that ...
Xascoria Dung's user avatar
-1 votes
1 answer
148 views

I've been starting to experiment with 2D rendering, in particular isometric rendering. So far I've been having issues getting my tiles to line up. I am currently writing this in Rust using the Bevy ...
SneakyTactician2's user avatar
1 vote
0 answers
149 views

Around 35 seconds into this video, three commonly used tilesets are mentioned: "15-piece, 47-piece, Reduced." The video points out some issues with these tilesets, but it doesn't seem to ...
shingo.nakanishi's user avatar
0 votes
0 answers
148 views

I am creating a 2D game with Unity. I have a map, which is a Tilemap. Currently I have 3 types of tiles: water, sand, grass. Goal: I need to make a tile which would automatically change its texture to ...
medveed's user avatar
1 vote
0 answers
157 views

I create maps like this, where each tile's data is represented in hexadecimal format: ...
M 027's user avatar
  • 125
0 votes
2 answers
256 views

Some 2D top-down games use tile maps and use transparent tiles for representing static objects. For example Stoneshard. When the character walks behind a tree, the tree becomes partially transparent. (...
Steyrix's user avatar
  • 279
1 vote
0 answers
140 views

I am working on a isometric tile-based game where the tiles can sometimes have differing heights - representing elevation. I am trying to understand how to order the tiles for drawing when there are ...
lancen's user avatar
  • 33
0 votes
1 answer
517 views

In openGL, I have a 3D terrain composed of a grid of 255x255 vertices. The vertex of the lower left corner is at coordinates (-127;-127) and the one of the upper right corner is at coordinates (127;...
Greelings's user avatar
  • 103
0 votes
1 answer
447 views

I am trying to figure out how to smoothly connect isometric tiles at levels. For example, below are tiles at different levels. I want to smoothly connect the tiles at the two levels based on the ...
lancen's user avatar
  • 33
0 votes
2 answers
951 views

In the built in Tile Palette tilemap editor, you can choose a GameObject brush to set custom tile GameObjects. How would I be able to set a gameObject onto a tile through a script?. There is no ...
CodeWizard777's user avatar

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