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Jul
20
comment Fast, simple procedural 2d island generation
This is exactly the kinda thing I needed, thank you so much! Using your distance_squared method with my existing perlin code has yielded nice big islands with the occasional smaller one to the side, as you said. Is there anything I can do further, such as turbulence or any specific perlin settings, to deform the shape more towards my example?
Jul
20
comment Fast, simple procedural 2d island generation
What does that have to do with z-coordinate?
Jul
20
comment Fast, simple procedural 2d island generation
Could you explain that a bit more? Surely the result of PerlinNoise for a given x/y maps to my tile type? Ie: 0.4+ is sand, 0.6+ is grass, etc.
May
19
comment How do I efficiently display image tiles in Unity 4.3 free
If you actually read my question, you'll note that I previously wrote a TileEngine that I would like to port to Unity and don't know how to draw/display/render/align pixels to form a Tile on the screen. Now, surely from that you should be able to deduce that I am new to Unity and don't know how to achieve my goal? I am deeply sorry my syntax didn't meet your exacting standards, but perhaps next time you attempt to "help" a beginner, you could cut the person some slack? It is hilariously ironic however, that unbeknown to me, Unity has a method named Gui.DRAWTEXTURE.
May
18
comment How do I efficiently display image tiles in Unity 4.3 free
Take a look at my answer below, you can draw the texture/tile on the screen via setting up a mesh programmatically.
May
18
comment How do I efficiently display image tiles in Unity 4.3 free
That's exactly what I'm looking for, an example on how to do it. I used RenderTexture in SFML, but I want to know what would be best in unity for a tile engine, and a pointer in the right direction on how to get started.
May
18
comment How do I efficiently display image tiles in Unity 4.3 free
Seriously? Is there no other way I can do a tile engine in unity free?
Aug
16
comment Should I be using Reach or HiDef profile if I have large spritesheets?
Thanks, I had seen that but haven't been able to find anything to confirm if that's still valid in monogame?
May
1
comment How to seamlessly texture a cube in OpenGL
I suspect that the issue is with how the texture and the uvs in the .obj have been generated with blender, so I am going to look into this process further. Thanks for the help!
Apr
28
comment How to seamlessly texture a cube in OpenGL
I thought so too at first, however the remaining area of the texture is white. The generated UV .png created by blender has a grey edge around each of the squares, which I've filled with a colour. The issue is that the grey/black edges show up on the cube in opengl. I've tried filling in the edges with each colour, but they overlap and some sides will end up with the other sides colour on it.
Oct
15
comment Fast, accurate 2d collision
I've got a fast and accurate collision system up and running, just as I needed! As per the outlined steps, I created a grid and only check per grid square, if it contains a collidable object I use bounding box and if this passes I do pixel detection using a 1kb collision image stored in a collection that I access using a unique key generated based on the current grid square. Thanks again for the help!
Oct
14
comment Fast, accurate 2d collision
This is great, thanks so much! I'll be sure to post code once I've got something together.
Oct
14
comment Fast, accurate 2d collision
Thanks for the replies. Would I then only check for collision when the player attempts to move into a grid square? Would storing and and checking against this grid be faster than calculating where nearby obstacles are? Is pixel checking the only way to solve the collision after the grid step, I had heard that it is terribly slow compared to other methods. For the 1/2 1/4 /1/8 versions, would I store that as a separate array and check against it once true has been returned from the grid array?