Closed sebwojtasik closed 4 years ago
2015-03-26 11:43 GMT-03:00 Sebastian notifications@github.com:
m as seen in
tiling system is not outdated, it's useful in some contexts
David Aguiar de Aquino Paiva
I meant that it gives much more freedom to artist/level designer, but everybody has their views :)
i don't even know the texture system... i Just saying that tilemap is not outdated, you can use both
Using of tilemap is more time consuming, and there is no other method implemented in Godot.
i can't see the vid now, so later i come back here with a better opinion
but like i said, tiling is useful in some projects, like a maze based 2d project
@TheWilfen Maybe this can be made with custom shaders or something similar?
There was a discussion about adding a 2D triangulation library like Polypartition (don't remember what for exactly) and this is essential for filling the insides of the terrain the way it's done here. Outsides is just a procedural geometry building along the curves. @draxdeveloper, smart texture reduces the number of textures significantly. Tiling has been used for decades because hardware couldn't handle anything better than that back then, plus it needs different variations of the same texture in different orientation. And let's not forget "retro" games that want to make an illusion like if it was made 20 years ago, that's probably the reason it's still around.
ok, see the vídeo now... Sounds great, but not easy to implement
2015-03-27 11:37 GMT-03:00 TheoXD notifications@github.com:
There was a discussion about adding a 2D triangulation library like Polypartition (don't remember what for exactly) and this is essential for filling the insides of the terrain the way it's done here. Outsides is just a procedural geometry building along the curves. @draxdeveloper https://github.com/draxdeveloper, smart texture reduces the number of textures significantly. Tiling has been used for decades because hardware couldn't handle anything better than that back then, plus it needs different variations of the same texture in different orientation. And let's not forget "retro" games that want to make an illusion like if it was made 20 years ago, that's probably the reason it's still around.
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David Aguiar de Aquino Paiva
This would probably be functionality you would add to the 2D polygon drawing tools already in Godot, kind of a special material feature that can take multiple textures with an alpha mask and apply them / distort them based on slope.
I'm wondering is this can be a sort of texture-driven coordinate type for the Visual Shader Editor, the advantage is that something like this could perhaps be done for 3D imported meshes as well.
This is interesting, is there any open source game engine that has a good reference implementation? While this looks kind of obvious, i'm not sure what kind of parameters you would like to use..
@reduz The engine prezented in the video is open source but it's written in ActionScript so Idk if you can make any use of it. Here's the link: https://github.com/samhellawell/oni
I started a Godot plugin named Platform2d (https://github.com/RodZill4/godot-platform2d). It's nowhere near what's shown on the video yet, but that's what I'm aiming for (for the ThickPlatform class). I'm not sure if GDScript is the best approach performance wise, but porting it to C++ would be easy.
I was unable to view the youtube video, is this still a problem?
I think there are some plugins showing that it is possible to do.
Either way, here is another video of the smart textures (taken from the oni repository linked above): https://www.youtube.com/watch?v=6qXzrqnizQo
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How about adding texture system as seen in this video https://www.youtube.com/watch?v=d3SSBeVpaVE ? I think it would be really cool atleast for one open source engine to leave outdated tiling system.