Sign up ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

I'm looking for information about how people implement autotiling in their tile-based games. So far I have always improvised it with a bunch of hardcoded "if ... else ..." statements, and now I decided that it is time to find some more elegant solution. I went searching on the Internet for examples of autotiling implementations and discussions on the topic, but I only came up with three articles:

(Especially the last one is comprehensive and very helpful.)

I have also looked at various implementations and documentation of libraries, that implement it, for example, flixel:

Sadly, all the solutions that I could find are exactly as improvised and haphazard, as what I started with, and almost never cover all the possible cases.

I'm looking for an elegant example of autotiling implementation that I could learn from.

share|improve this question

2 Answers 2

I've used A Bitwise Method For Applying Tilemaps and found it to be a very elegant solution. The article provides a concrete example and discusses how to extend the algorithm to handle multiple terrain types.

share|improve this answer
This looks like the algorithm used by the flixel "AUTO" mode of autotiling. Thank you, I'm adding it to my list. – Radomir Dopieralski Jan 2 '13 at 18:02

I read most of the links and spent some time to come up with another solution. I don't know if it's good or not, but to simulate the RPG Maker VX Ace auto-tile behavior (47 tiles) I started doing something like this:

(left 0 or 1) + (right 0 or 1) + (up 0 or 1) + (down 0 or 1) now I have 5 cases.

if 4 = Tile 46 is placed

if 3 boarders =

if 2 4 cases + 2 cases not sure about algorithm but not much branches to make.

if 1 = working on it but every direction can end up in 4 cases

if 0 = I can use the number algorithm shown in the links with 1, 2, 4, 8 and getting id from 1 to 15 I can directly use.

I am not a programmer and not the best with math algorithms and the 1, 2, 4, 8, 16, 32, 64, 128 solution I also didn't liked much.

Maybe my approach is at least better than that.

share|improve this answer
I'm not sure this answer fully answers the question, could you explain a bit more? If you refer to something else, could you at least link to it? – Alexandre Vaillancourt Nov 6 at 23:46

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.