An alternative to tile bitmasking, a way to adapt an undetermined number of types

I recently read this excellent article on Tile Bitmasks, a simple and efficient way to adapt your tiles to their surroundings. For instance, having a “shore” tile as a transition between land and sea.

While this is a very good approach, I chose to make a small variation on that to allow me to to work with an undermined number of terrain types.

 

 

map1
This is the system I use since my previous article on level-editor

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