After much mucking around with RenderTextures, I managed to improve the performance of Mosaic Paint to the point it's reasonably responsive, even at high zoom levels.
I forgot to show off the "thick" lines vs "thin" lines feature.
Thin lines go corner-to-corner if they can, a bit like Breseham's algorithm.
Both lines behave the same on a hex grid, can you see why?
My project, Mosaic Paint, is ready, and free on itch.
You can paint on a variety of tile tesselations, and export the results to SVG.
The results look kinda like mosaics or stained glass, I think it's a cool effect. Send me your art!
https://boristhebrave.itch.io/mosaic-paint
Nearly ready to relase my paint program, Mosaic Paint.
Unfortunatley, it turns out writing a paint program doesn't make you any better of an artist.
Maybe you guys can do better.
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Can anyone recommend a good tutorial for getting started with making a UI with Unity? In particular, what stack is good for doing simple things quickly.
You can do something similar for wang tiles (colored edges instead of colored vertices). It's easier to implement, and prettier.
Douglas and Jaman from the
) isn't entirely pointless. Unlike more obvious atlases for tiles, this one doesn't run into texture filtering issues when pixels bleed across tiles. But the lookup function is too complex, so I'm not sure it has any value.
N=2,3 and 6 for fun
Today's maths challenge:
Can you lay out the N⁴ tiles of a N color marching squares tileset in a square grid, with matching colors for adjacent tiles (including wrapping the borders)?
I found a solution for odd N, but it's pretty ugly. Here's my layout for N=5.
Does anyone know what you call this shape? It's a Mobius loop with a quarter turn rather than half turn.
I ask as it's a test case in my software library for a certain sort of non orientability. I've been calling it "cubius".
My latest #ceramic project: A square shaped Möbius strip. This geometric form has only one face.
Researching how this object could be made was an interesting journey. Let me take you through it 1/5
The docs also have an poetic element of humour:
> [Crashes are tested] with three words too unspeakable to write, the "secret hieroglyphs of dread power".
> the "To let" section here only slightly shorter than John Galsworthy's Forsyte novel of the same name.
Some fun early observations from reading the #Inform7 compiler docs:
* Inform 7 recognizes 42 different ways for the verb "to be" to be used.
* The first line of the preamble defines meaningness itself:
> The verb to mean means the meaning relation.
Eat that, philosophers!
I tried recreating Inform 7 myself once. I got as far as a parser that handleded ambiguity well and could be modified on the fly (axaxaxas below), then foundered on making a language with that parser that could add verbs and nouns to itself (unreleased).
Inform 7 is now open source!
I was obsessed with this compiler for a long time, it'll be great to finally see how the magic happns.
The whole thing is "literately programmed", so has expansive docs explaining how 400k LoC actually work.
New article on "Editable WFC". This is a way of using WFC to edit an existing level, rather than generate something from scratch, something like how #Townscaper works.
It's part of my open source library DeBroglie, albeit in a hard to use form.
LDtk level editor reached its 1.0 milestone! This update offers lots of cool new features like Entity Refs and World Layers, a massive perf boost, quality of life changes and hundreds of fixes. Get it here (still free!): https://ldtk.io#leveldesign#gamedev#indiedev
Say you're making hex tiles with roads (like in Civ 5), but some of the tile variations are just rotations/reflections of others. How many unique tiles do you need? Why, obviously (2⁶ + 2⋅2 + 2⋅2² + 2³ + 3⋅2³ + 3⋅2⁴) / 12 = 13.
Let me tell you about Burnside's lemma. (1/n)
Talking of triangle grids, the only game I know of that actually uses them has just put out a new trailer.
Note how "circles" look a lot smoother than they would in a corresponding hex grid.
Coming out of mist of The Infinite Ocean to show the announcement trailer for Colossal Citadels that reveals gameplay for the first time!
You can now wishlist it on just published Steam Store page: https://store.steampowered.com/app/1854570#gamedev#turnbased#indiegaming#screenshotsaturday
More talk prep. Gonna have another go at persuading people to cut their tiles along the dual grid instead of the main grid. I genuinely don't understand if this is rare because people don't know about it or if there is some drawback I'm not seeing.
Franek's tiles are 30x30, so I set the tile midpoint to (10,15) for right pointing tiles and (20, 15) for left pointing.
The hex grid size is 20x20, meaning the hexes are sized to fit snugly in the triangle tile.
Then you just paint away, leaving one third of the cells unpainted.
Triangle tiles have a lot to recommend over square or hexagon tiles. But almost no editors support them.
Fear not! You use a hex grid, with the triangles poking out of three sides of each hex.
Here's a demo using
The heuristic I'm using here is to backjump if it has already backtracked 10 times without success. The backjump size increases as smaller backjumps fail to make forward progress.