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