Публікація: Automated tile texturing in unity tileset map
dc.contributor.author | Utkin, Y. E. | |
dc.date.accessioned | 2023-11-18T18:57:59Z | |
dc.date.available | 2023-11-18T18:57:59Z | |
dc.date.issued | 2023 | |
dc.description.abstract | Tilemap system is one the most common instruments you would use when making a game using Unity. Especially when it is a 2D side-view or top-view game. Though, it could be also perfectly fit for isometric games. A regular tilemap level is drawn using different sprite variations of the same tile. For example, when you are drawing water and ground tiles together, you want the border between them to be smooth, where the closest to water ground tiles have a bit water on self, and the deeper ones don’t have any. This creates a problem where your set of tiles might be too large to conveniently operate with. Even the simplest scenario of varying depending on the 8 neighboring tiles may result in up to 256 different sprites in your tile set. And if you want to vary sprites on the same position or have more than 1 types of tiles it could require even more sprites. Having so many sprites to choose from when drawing a level is way too hard and ineffective, so an instrument that would be able to do this instead of a you is a must | |
dc.identifier.citation | Utkin Y. E. Automated tile texturing in unity tileset map / Y. E. Utkin // Радіоелектроніка та молодь у ХХІ столітті : матеріали 27-го Міжнар. молодіж. форуму, 10–12 травня 2023 р. – Харків : ХНУРЕ, 2023. – Т. 6, ч. 1. – С. 349–350. | |
dc.identifier.uri | https://openarchive.nure.ua/handle/document/24814 | |
dc.language.iso | en | |
dc.publisher | ХНУРЕ | |
dc.title | Automated tile texturing in unity tileset map | |
dc.type | Conference proceedings | |
dspace.entity.type | Publication |
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