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De senaste inläggen från @OskSta
Aug 24, 2021 · We would like to show you a description here but the site won’t allow us.
Jul 6, 2019 · Oskar Stålberg @OskSta. Aha! I could create a regular triangular grid, randomly join triangles into quads, subdivide everything into quads, and then relax! 8:03 AM · Jul 7, 2019. 1. Retweet. 2. Quote Tweets. 79. Likes. Oskar Stålberg
Mar 17, 2022 · My talk from. @konsollbergen. A review of the work and thoughts behind Townscaper. youtube.com. Konsoll 2021: Oskar Stålberg - The Story of Townscaper. A look at how Townscaper came to be, and the technical innovations and design decisions that made it possible. 7:31 AM · Mar 17, 2022·Twitter Web App. 23.
Aug 25, 2021 · Oskar Stålberg @OskSta. Replying to @MattBCool. and @MozillaHubs. I'm afraid that's kind of what the textures look like without all the Townscaper shaders. Hmm, maybe I should bake some of that shading, like the colors, to the texture on export?
Oct 13, 2021 · Most gameplay logic (like collision and navigation) should still happen on the main grid. And all object-like sprites, like characters, houses, etc, should also go on the main grid. The 3 fundamental features of any tile based system are Houses, Rivers and Roads. Again.
Oct 20, 2021 · Oskar Stålberg on Twitter ... Log in
Oct 15, 2016 · Oskar Stålberg @OskSta. More procedural tile placement. Now in 3D. Algorithm inspired by the work of @ExUtumno. GIF. 3:50 PM · Oct 15, 2016 ...
Jun 18, 2022 · “Prepping for my talk in London on Tuesday. Doing one of these slides for like the millionth time.”
Apr 21, 2019 · “@on_code It's marching squares on irregular quadrilateral grids”