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How do we make it easier to create simple grids?

Over the last few days we have been investigating making simple grids simpler to create, especially from code. These grids – rect grids in rectangular shapes, and hex grids in hexagonal and rectangular shapes – are the ones most often…
  • Permalink
  • Posted: 14 April 2017
  • Comments: 1
  • Author: Herman Tulleken

Things we didn’t know a year ago

We turned 1 yesterday, at least we did on paper. We were busy some time before that, but our official date of incorporation seems like a good day to celebrate and reflect a bit. Roughly a year ago, I was…
  • Permalink
  • Posted: 3 July 2014
  • Comments: 2
  • Author: Herman Tulleken

A new look at layered grids: setting up neighbors

The layered grid is a very generic type of grid. It allows you to stack a bunch of grids – of potentially different shapes – for any (usually 2D) point type. Because of this, it’s not possible for this type…
  • Permalink
  • Posted: 24 May 2014
  • Tags: 3D grid, layered grid
  • Author: Herman Tulleken

Layered Grids

We have used grids in 3D space in a variety of ways before. Mostly, these come down to mapping a grid in 3D space – often on the surface of a 3D shape – and using 3D objects instead of…
  • Permalink
  • Posted: 7 March 2014
  • Tags: 3D grid, layered grid
  • Author: Herman Tulleken

One Dimensional Grids

Today I implemented a custom grid that is useful for 1D structures such as the spiral above. Although an array or List would work decently, using a proper grid allows you to take advantage of the mapping technology and algorithms…
  • Permalink
  • Posted: 26 February 2014
  • Comments: 4
  • Author: Herman Tulleken

Workarounds for AOT compiler limitations

Applications running on iOS cannot generate and dynamically execute code – that means no JIT (just-in-time) compiled code can run on iOS. For this reason, games for iPhone and iPad made with Unity are compiled using the AOT (ahead-of-time) compiler.…
  • Permalink
  • Posted: 11 January 2014
  • Tags: AOT Compiler, C# generics, C# value types, iOS
  • Author: Herman Tulleken

What are grid colorings?

A grid coloring is a way to assign a color to each cell in a grid. Here we will only talk about periodic colorings – colorings that use repeating patterns. From the 30 games in our last project, 12 use…
  • Permalink
  • Posted: 18 December 2013
  • Tags: algorithm, grid coloring, hexagonal grid, rectangular grid, tiling, tilings, uniform coloring, wrapped grid
  • Comments: 3
  • Author: Herman Tulleken

A cheat for seamless hex tiles

Making a seamless hex tile is a lot of work, especially if you want to rotate your tiles. In some cases you can get away with letting the engine do some of the work. Here is the strategy: [dropcap style=”dark”]1[/dropcap]Take the texture…
  • Permalink
  • Posted: 19 October 2013
  • Tags: art tutorial, hexagonal tile, seamless tile, tiles
  • Comments: 1
  • Author: Herman Tulleken

How do I make a seamless hex tile that can be rotated?

In this post, I describe one way of making a hex tile that can be tiled seamlessly, even when the tiles are rotated by (different) multiples of 60 degrees. This is a quick-and-dirty method, and works well only for certain…
  • Permalink
  • Posted: 12 October 2013
  • Tags: art tutorial, hex tile, hexagonal tile, seamless tile
  • Comments: 2
  • Author: Herman Tulleken

Designing tiles for a triangular maze

We are updating some of our examples with better art. One of the cool examples on our site is a simple implementation of Prim’s maze generation algorithm. The maze is a triangular grid, but to depict walls nicely, we use…
  • Permalink
  • Posted: 26 September 2013
  • Tags: maze generation, rhombille grid, tiles, triangular grid
  • Author: Herman Tulleken
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