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Aperiodic Tile-based Platform Game

Name: Anonymous 2010-01-23 6:21

Has it ever been written, a platform game that uses an aperiodic tileset?

Name: Anonymous 2010-01-25 20:54

>>5
There are aperiodic square tiles, i.e. Wang tiles. The Wikipedia article on them has references on their use in texture generation:

http://en.wikipedia.org/wiki/Wang_tile

The reason they aren't useful is because it takes a lot of processing power to compute the tiling. If I tell you, get me the tile at (25,35). What is it? You've either got to do a whole lot of work to calculate it, or you have to store the whole grid on disk and load it into memory. If your grid is small of course the overhead is negligible, but then what was the point of using aperiodic tiles?

Name: Anonymous 2010-01-26 23:05

>>15
I didn't get that impression at all. He just said aperiodic (twice). It seems much more logical to use square tiles for a video game, hence Wang tiles.

Name: Anonymous 2010-01-28 2:55

>>21
That's pretty cool. It seems a fairly efficient tiling to calculate, but very low quality. There is a lot of high-level repetition in it even if the tiling itself is aperiodic. For example every other tile in every other row is blue. Every fourth tile in every fourth row is purple. You will see these artifacts in the final product.

Check out what this guy has done:

http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/R046.pdf

This tiling is aperiodic and exhibits very little visible high-level structure. I would guess that it's because the tiling there is based on a substitution system rather than being constructive like yours, but I have nothing to substantiate that claim. Nevertheless the screenshots look good.

Have you written a renderer yet? Ideally you'd write a tile-based renderer that takes an arbitrary tiling and lets you pan/scroll with mouse+wheel. You should be able to write this with SDL/GLFW in a couple hundred lines of C. Then test out the different algorithms.

Name: Anonymous 2010-01-29 2:00

>>28
I was ging to finsh it and look for repetitions later, :)
...but you can see the repetition in the link you posted. Just look at the colors. They are very repetitive, and you can see that the repeating tiles (blue and purple) are not rotated at all in the repeating pattern. It sortof defeats the purpose of an aperiodic tiling.

Anyway I'm very interested in this as well. If you haven't written a renderer yet by this weekend I'll write one and pastebin it here.

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