Closed Majiir closed 12 years ago
Simple uniform color randomization is ineffective. (In fact, it considerably increases the size of tile images.) Non-uniform distributions or "sparkle" methods may help.
Water looks terrible with simple "sparkles" applied. If any texturing is to be applied to water, a more sophisticated method (analyzing shorelines, biomes, etc.) will be necessary.
Uniform pseudorandom selection of pixels from a texture palette seems to work for SAND
. It may also be appropriate for materials like WOOL
and STONE
. GRASS
and LEAVES
will require either a texture-and-shade algorithm or something that ignores textures entirely, since their base color is derived from a gradient.
Given that it will be configurable when issue #20 is resolved, I consider simple texturing to be complete.
Experiment with patterned and randomized textures for some materials, especially sand, grass, stone, water and lava.