Celeste automatically selects which texture to use for tiling, and then picks a random of 4 tiles that serve the same purpose.
How do the tiles know where they are in relation to each other, to pick the correct tile?
Im making a game of my own, and currently
Any newly placed tile generates 8 invisible objects around it, other tiles that overlap those objects will have a flag set, such as "left" or "top_right", and the invisible objects are then deleted.
This is definetely not efficient, and if i wanted that second layer of inside tiles like in celeste, i'd require 16 objects per-tile.
Im pretty ceretain celeste does not use such a jank solution, and wonder how it works there, and if i can take inspiration to optimise.
Also, using the info of the flags to pick which tiles to use is a lot of manual code, does celeste do that too?