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34 votes
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What is a 'Mask' in Game development?

Conceptually, masking involves selectively ignoring something, usually to isolate something else. The two main uses I've familiar with are: Masking data such as bit fields or flags for bitwise ...
Pikalek's user avatar
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5 votes
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How do I bitmask these tiles?

Your tileset is not ideal to use for autotiling, as many common pieces are missing, for example the L shape. I modified the tileset and used 160x160 wide tiles, this is the result: The blue ...
Jummit's user avatar
  • 331
4 votes

What is a 'Mask' in Game development?

Maybe I'm too old, but back in the day a mask meant an area of blank pixels around the outer shape of a sprite. This was to isolate the sprite from the background and prevent the background colours ...
Echelon's user avatar
  • 141
3 votes
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How would I bitmask these tiles?

The tileset shown isn't well suited to autotile. Some parts work ok, others somewhat, and some not at all. The nine house tiles are the best suited to autotile, so we'll start with those. As mentioned ...
Pikalek's user avatar
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2 votes

What is a 'Mask' in Game development?

There are some decent answers so far, but I think this part deserves a bit more attention. What would an experience Game Dev understands if I say ´make this Rect a mask´? To a game dev, there would ...
Nosajimiki's user avatar
2 votes

What is a 'Mask' in Game development?

This is how Wikipedia describes it. This technique is used for painting pointing device cursors, in typical 2-D videogames for characters, bullets and so on (the sprites), for GUI icons, and for ...
andrew zuo's user avatar
1 vote

Calculating unique ID number from a set of bitmasked tiles

Up to about an 8x8 grid, it makes sense to index your shapes as a simple bitboard: Find your whole connected shape via flood fill, as you do now. Record the leftmost column and topmost row ...
DMGregory's user avatar
  • 136k

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