a b c
d e f
g h i
Kingizor wrote:I'd maybe think about making connections based on corners.
(...)
When you're scanning for valid connections during setup, ensure that there are valid solutions for each corner based on the adjacent tiles. (...)
riki2321gamer wrote:How is it slow? Does it have a wait x seconds (or frames) or something? or is it doing way too much calculations? Are you doing multithreaded or single core?
It looks pretty awesome though, wonder what it'd be like with long levels.
riki2321gamer wrote:How is it slow? Does it have a wait x seconds (or frames) or something? or is it doing way too much calculations? Are you doing multithreaded or single core?
WesternTanager794 wrote:Is this what you said you were working on, but couldn't discuss?
rainbowsprinklez wrote:somehow using collision data to match... idk, I didn't think it out
Simion32 wrote:it doesn't have any sense of platforms or etc in the "level" it generates.
Simion32 wrote:Walkways for example like to generate large empty space due to there being a lot of empty space in the real levels.
Simion32 wrote:The algorithm is based on matches for each direction for every "compressed tile" (abstracting away flipped tiles so that the only thing to worry about is tile indexes).
rainbowsprinklez wrote:I thought you'd use the 32x32 meta tiles.... do you make your own instead? increasing connections?
Users browsing this forum: No registered users and 6 guests