That's sort of what I meant by 'large scale' shapes. I imagine it could work very much like this, with the ground polygon and floor parameters specified by the author or external logic and WFC/Tessera filling in the gaps.Ģ) Yep, indeed! In the context of buildings, this could be great to allow users to drag & drop a rectangle for example to place the corners, or perhaps do it procedurally based on some lot creation, like this medieval city generator. I'd say that specifying the shape of the ground floor and the number of floors covers a lot of authoring needs for buildings (combined with a clever model/tile setup). I'm thinking about gizmos in the editor to place corners and then re-trigger generation, for example. But that would also need to come with a constraint about how many additional corners are allowed (none, for rectangular layouts, for example.) I think this can be stream-lined with some (probably quite simple) authoring tools, though. Surprisingly, I'm not aware of any lightweight unity assets that are allow for flexible & pain-free authoring and which don't try to generate the entire damn geometry procedurally.ġ) Yeah, true, "infilling" is probably the best approach for layouts. Thanks for the quick and in-depth reply! To clarify my perspective a bit: my main use-case is 3D building generation from modular parts. I'd be interested in your suggestions for further features. With care, you can do a lot of tricks like this. That is a long distance relationship between tiles, in pure WFC. Like in my castle demo, because there are no solid tiles that have empty space underneath them, Tessera is forced to build the castle on solid foundations. This is a simplified version how Caves of Qud works - it has different templates for different areas, all in one map.ĥ) You can add a lot of large scale structure to a game just be designing your tiles carefully. You can play with a Path constraint set up like that here: Ĥ) You can run the generator multiple times, on different segments of the map, using different settings for each one. Having a clearly defined path from one end to another is already a huge amount of legibility to a level. draw a road across the map, force rivers and so on. ![]() One trick I've found is if you use fixed tiles to force there to be walkable tiles at either end of a map, the Path constraint forces there to be a path between them. Bad North does this, iirc - it generates paths to the houses first so they are always walkable, then generates the rest (of course, that particular use case is covered by the Path constraint in Tessera anyway).ģ) The Path constraint (in the Pro version) is incredibly powerful, and it works globally. That could be your ground plan suggestion.Ģ) Going further on infill, you can even generate parts of your level a different way, and then let Tessera join up all the remaining bits. That means you can generate large arenas, or standardize the exits and entrances etc. That is, you design the boundary of the level (using fixed tiles) and then just generate the central parts. I don't think you can do this with any old WFC, these are mostly features specific to my addon.ġ) You can use Tessera just for "infill". Here's a few suggestions for how you can use them to get large scale results. The tools that come with the package do help quite a bit. Other 4 glass tile lines include Casa California, Haiku, Minerali and Ritual.Directing the generation is definitely a problem worth thinking about. – Hand-cut in four different sizes – 1″ x 1″, 1″ x 2″, 2″ x 2″ and 1.75″ hexagon. – Can be used inside and outside, for floors, walls, counters, pools and fountains. Such a handmade artistry, Tessera is more expensive than Italian Bisazza. ![]() In fact, some products consist of up to 85 percent recycled content! This makes Oceanside Glasstile’s tile an obvious choice for those who are environmentally aware but also desire beauty and style. To produce tiles, they utilize more than 600 tons of recycled bottle glass annually. Most interesting… the Oceanside glass tiles are ecologically sound – the tiles are created using recycled glass. Earth oxides, like chrome, cobalt and copper, are added to give the glass color. This luxury glass tile is the latest trend in interior design, and is offered in more than 42 colors. Tessera is the newest glass mosaic tile line from the Oceanside Glasstile company headquartered in Carlsbad, CA. ![]() Tessera Iridescent glass tile is simply astonishing – here’s partial color palette for your enjoyment…
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