Jeffrey M. Barber

Tombstone

Tiles

Mar 2008 · age 26

What it was

A two-night C# command-line tool for generating auto-tiling terrain. An artist painted only three small alpha masks on a purple-bordered template: a corner, an edge and an inner corner. The tool rotated and composited them into a fourteen-cell set, multiplied a source texture against those masks quadrant by quadrant to produce thirty-two quarter-tiles indexed by a 3-bit neighbourhood code, then read a black-and-white map image and stamped four quarter-tiles for every filled cell, producing a finished terrain map. Diagonal neighbours counted only when both adjacent edges were filled, the rule that makes blob tiling look right. Two batch scripts chained the steps, and the last run produced a composed map of about a megabyte. An interactive painter was started twenty minutes before the tool and never got past an empty form.

Wins, for the age

What it taught

Genealogy

Ancestors: Kitchen: the engine and its tile-grid world, built the same month. Kitchen Demo Game: a 20 by 20 grid of tiles that deserved better ground. Descendants: Cutter: another small pixel tool feeding an asset pipeline. Oldskool: the 2D game ambitions, picked up again. RPG Spine: tile worlds and art tooling for a 1-bit RPG.

Epitaph

Here lies Tiles, which painted three corners and let symmetry finish the map.