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Author Topic: Randomized Isometric Map with material tiling  (Read 4594 times)

ivomarel

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Randomized Isometric Map with material tiling
« on: July 03, 2013, 08:40:16 am »
Hey guys!

I'm currently creating an isometric grass map for my game. It's a grass field, tiled. Right now I use the tile-texture added to this post. I simply tile it on the material. This way it only costs me two polygons and the whole map is tiled. However, it looks very repetitive. I am hoping to be able to somehow use more than just these two tiles and still stay low on the polycount (Tilemap of 2D Toolkit seems to cost 2 polys/tile).

Any idea if this is possible? Otherwise I'll find a mid-way solution, with 3 bigger tile-blocks which I will place randomly screen (both memory cost and performance will only suffer a bit)

Cheers,

Ivo

unikronsoftware

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Re: Randomized Isometric Map with material tiling
« Reply #1 on: July 03, 2013, 10:03:33 am »
You could, by using a custom shader and a blend map, but you're trading one thing for another there - in this case, the fragment shader will be a fair bit more complicated. You'll also need a third blend map texture. I think the poly overhead from the tilemap might cause less issues.

ivomarel

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Re: Randomized Isometric Map with material tiling
« Reply #2 on: July 04, 2013, 10:55:32 am »
Ok, I'll use the separate images. It turns out to be acceptable on performance.

Thanks so much!