The popular Simple Tiled Implementation library (https://github.com/karai17/Simple-Tiled-Implementation) recently added support for passing in a map table directly (as of v0.16.0.4).
This means that STI can be more easily used with procedural map generation (for instance for roguelikes or sandbox games). To illustrate this and to document the tiled map table structure, I wrote a tutorial/example. This is my first contribution to the LOVE community (besides helping people on the forums), so I would love any feedback: https://github.com/prust/sti-pg-example.
New Tutorial: Procedural Map Generation with the STI Library
Re: New Tutorial: Procedural Map Generation with the STI Library
Great read, but it's more a programmitic map generation tutorial to me. Procedural would have implied some kind of real generation to me, like if you incorporated a noise function or WaveCollapse (https://github.com/mxgmn/WaveFunctionCollapse). But either way, a good introduction to STI!
Re: New Tutorial: Procedural Map Generation with the STI Library
Yes, great point. I knew it didn't get into true procedural stuff, but didn't know what to call it. I'll change it to "programmatic" and mention that it's a starting point for people wanting to connect STI with procedural algorithms.Jack5500 wrote:it's more a programmatic map generation tutorial
At some point I'd like to connect this with https://github.com/SiENcE/astray (room, dungeon, maze generation library), but that'll be in a different repo. Thanks for the link to WFC, I hadn't seen that before, it looks fascinating. I'll definitely be looking closer in the coming weeks.
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