Atomic Ivy MMO : Basic Auto Tiling

Atomic Ivy MMO : Basic Auto Tiling

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We have some basic (rudimentary) auto tiling finished. Just enough to get visual feedback telling us that we are calculating the "touching" values correctly and that the basic logic is 100% correct.

We are __NOT__ going to further work on this "basic" auto tiling. This mode is just a stepping stone to our "fourset" auto tiling method. In future updates we will be using "auto tile graphics" but in a way that  has never been done before. We are going to expand on traditional 16-sub-tile auto tiling in a procedural way that I hope makes it EASIER for artists to create auto tile sets as well as makes each auto tile set graphic go FURTHER visually. More visual bang for your buck so to speak.

We will be accomplishing this "extra visual bang buck" in two ways:

1. A new auto tile format called a "fourset" . In this format, you don't
draw the individual sub-tiles, you draw a large symmetrical graphic and
the "fourset" format carves this symmetrical graphic into a 4x4 grid of sub cells. We then procedurally generate all of our auto-tiles by mixing and matching cells from this 4x4 grid overlay on the graphic. I call this type of "auto tile set" a "fourset" because it is defined by a graphic meant to be chopped up into a 4x4 grid.

2. "Auto Tiling Methods" . In addition to a tile having a "tile value" the tile also contains a 4-bit value known as the "auto tile method" . There are four total auto tile methods.

2.1 : Auto Tile Method 0 : Hermit mode, never tile with any neighbors.
2.2: Auto Tile Method 1 : Vertical mode, only interact with TOP + BOTTOM neighbor tiles.
2.3: Auto Tile Method 2 : Horizontal mode, only interact with LEFT + RIGHT neighbor tiles.
2.4: Auto Tile Method 3 : Standard mode, auto tile in the usual way one expects for auto tiling.

Note : "Auto Tiles" are also known as "Rule Tiles".

-KanjiCoder

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