MiniB3D Tilemap questions
BlitzMax Forums/MiniB3D Module/MiniB3D Tilemap questions
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I started a small Planet Surface Tilemap Engine in MiniB3D using a fixed Mesh and moving only the UV coordinates. Now I have some problems/questions: Tile Map Appearance How would you implement a "smooth tile transition" algorithm that the map doesn't look so blocky? I found a blog with a solution using vertex displacement which could be implemented easy and looking good but I dunno how to do it... The alternative would be using a lot of transition images. I'm not good in tilemap programming right now, so I would need some help here. Any good ideas here are welcome. Zoom Levels How would you implement a zoom using the Camera FOV or Camera position that you have a very close, a standard and a survey view (or even seamless zoom)? Here is a working demo with source and media: TileMapDemo.zip ![]() |
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Perhaps you could use a quadtree approach? Instead of using 1000s of individually textured tiles, each level of the quadtree is covered by a single texture. You generate the texture using your base textures and then use a smooth function over the texture to get rid of the jaggies. |