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Tile Editor

This as a solo project meant as a continuation into our understanding of Engines and how their backend works. For my artefact, I chose to go with making a tool within the system, specifically making it as an add-on to the engine itself. This meant using Unity's Editor Scripts to create custom menus and tabs for the tile generation and tile editing.

 

The tool is able to create a grid of Hexes or Squares and apply a biome to each tile, changing the look of each one. The tiles are then editable and searchable using the tool, allowing for mass editing or fine tuning.

Unity

Photoshop

Blender

C#

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Project Overview

Features

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Project Details

Tile Generation

tile generation

Tile generation is controlled by the user, changing the stats to suit the map parameters that they want.

This then generates the GameObjects and stats that are associated with each tile.

The stats then determine the model and textures of the tile.

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HEIGHT

Height is determined by Perlin Noise, smoothly transitioning the height of the land.

Each tile's model is then changed based on what height value they receive.

Height values can be viewed during debugging.

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HUMIDITY & HEAT

Heat and Humidity are then generated using what I call an "Influence Map".

This generates centres of data and then spreads out this value to surrounding tiles, influencing their neighbours.

This then creates bands of heat/humidity that cannot clash since high/low values neutralize each other, making it impossible for Desert and tundra to touch.

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