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Re: [pygame] Experiments with numeric for tile generation



That's very interesting.  I like the layout of your tile, palette and layer classes also.

Procedural content generation for 3D games is now in vogue.  However, I see no reason to not use it for 2D games.  If you look at projects like Charas.EX, you can easily see how complicated graphical content can be generated with small datasets.  I've wondered (not being big on math, soz) how good-looking terrain tiles could be generated.

I know of one example of grass that someone on a forum I frequent created, by using PhotoShop.  He created a green fill, then added a spray of darker green, did a smear, then another spray, another smear, etc.  This sort of thing could probably be quickly hammered out in Numeric.

I've also been playing around with .werkzeug [sp?] and wondering how well tiles could be generated with that.

Definitely maybe need to run any generated texture/tiles through an anti-checkerboarding algorithm.


--
Andrew Ulysses Baker
"failrate"