Use marching squares for tile rendering.
Posted: Sun Jul 23, 2017 9:01 pm
This is a solution to some of the problems presented in FFF-199.
The gist of marching squares is that instead of drawing a Land tile and a Water tile, instead you draw the tiles in between Land and Water. In a 2D game, every tile is visually placed between 4 terrain-grid-squares (the current tiles). You can implement this without making many new visual assets. The current tiles are perfect.
Oddly enough, it seems the current tile system is just a complex version of marching squares, where each tile relies on itself and 8 neighbors (see Moore neighborhood), instead of 4 neighbors (see Unaligned rectangular neighborhood).
Here's a gif:
\
Here's a working demo: factorio-tiles
Here's a reddit post: Here's how water and grass *should* interact. Just click and drag.
The gist of marching squares is that instead of drawing a Land tile and a Water tile, instead you draw the tiles in between Land and Water. In a 2D game, every tile is visually placed between 4 terrain-grid-squares (the current tiles). You can implement this without making many new visual assets. The current tiles are perfect.
Oddly enough, it seems the current tile system is just a complex version of marching squares, where each tile relies on itself and 8 neighbors (see Moore neighborhood), instead of 4 neighbors (see Unaligned rectangular neighborhood).
Here's a gif:
\
Here's a working demo: factorio-tiles
Here's a reddit post: Here's how water and grass *should* interact. Just click and drag.