#Any way to blend tilemap tiles' edges?

1 messages · Page 1 of 1 (latest)

vivid heart
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Hi! I'm working on a terraria-like sandbox game. My solution for large worlds thus far has been to utilize tilemaps to render, store, and collide with large worlds efficiently! One limitation I have run into is that I don't have an immediate solution for blending the edges of adjacent tiles together. Normally this would be very easy to do because I would be able to create something like a 16x16 tile that uses 17x17 sprite where the extra pixel around the edge would overlap with adjacent tiles and create a nice and simple edge-blending effect. I cannot do this with tilemaps because the sprites are locked into 16x16 cells.

Any ideas on what I could do?

My ideas:
It may be possible to write a shader that takes the edges of tiles in the tilemap and kind of scrambles the pixels around. We could maybe use the current tilemap as a sort of boolean mask and exclude scrambled pixels that don't overlap with another tile. idk if it'd look good tho

I could also rebuild the tilemap system on my own and manually control drawing, granting me infinite power

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PS I attatched two images. The first one is what the game currently looks like (hopefully illustrating tiles with no edge blending) and the second is a theoretical edge blend that I photoshopped together

cerulean dawn
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Let me see if I understand, you want to make your game look like Terraria and have an infinite world, but you are facing problems with some blocks not being in the desired place. You can try to render the world by Chunks, with pre-defined chunks that you can write by code. In the future you can even add structures because of the loaded chunk system.

vivid heart
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Not at all lol

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I am just trying to blend the edges of tiles together so that they look a little bit neater

open fern
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some kind of shader would prob be optimal,

ir maybe even just some tiles like this, some noise around the edges, that you used a shader or something to colorize based on tiles around it