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Glossary
Alias Brush : Brush that makes reference to another non-alias brush allowing some properties to be overridden and materials to be remapped.
Atlas : 2D texture that contains artwork for multiple tiles.
Autotile Brush : Autotile brushes require a special tileset which is automatically generated from the input autotile artwork. The aim of autotile brushes is to make it easier for artists to create 2D tiles that automatically orientate like walls, paths, etc.
Brush : Tiles can be painted using specialized brushes. All brush types are derived from the base class Rotorz.Tile.Brush. Some brushes are stored as independent asset files whilst others are contained within composite assets like tilesets.
Build Prefab : Optimized version of tile system can be built and then saved as a prefab.
Build Scene : All tile systems in scene can be optimized where the optimized scene is saved to a separate file.
Cell : A tile system is composed of cells which can either be empty or can contain a tile. The content of a cell can be accessed at runtime using TileSystem.GetTile.
Chunk : Tile systems and their data structures are broken down into chunks to help reduce memory requirements. Procedural meshes are added on a per chunk basis procedural brushes are used.
Empty Brush : A brush that paints tiles with no visual output. These are useful when designing oriented tiles that require gaps or when defining tiles of a purely logical nature. By default a master brush called "Empty Variation" is provided that can be used within oriented brushes.
Master Brush : Brush that cannot be modified using the brush designer. Master brushes can be copied and aliases can be created using the brush designer. 'rotorz/unity3d-tile-system' includes some master brushes that can be used to create custom platform tiles simply by providing an alternative material.
Oriented Brush : Brush which automatically picks from a number of user defined orientations and variations to automatically paint tiles that connect with one another.
Orientation : Describes the context of a tile based upon its 8 surrounding tiles. Both oriented brushes and autotile brushes analyse the orientation of tiles to determine which ones should be painted.
Plop : A "plop" is an object which does not contribute to the data structure of a tile system and is 'plopped' using the plop tool. Plops can be erased and cycled in a similar way to regular tiles.
Runtime API : Programming interface that can be used by developers to interact with tile systems at runtime. For example, this could be used to create an in-game level designer.
Tile System : Virtual grid that can contain zero or more tiles.
Tileset : A tileset is associated with an atlas that contains a collection of tiles that can be painted by creating and using tileset brushes. Tilesets provide a small degree of indirection which makes it relitively easy to convert tileset brushes between procedural and non-procedural.
Tileset Brush : Brush that can paint a procedural or non-procedural tile from a tileset.
Tool : Used to paint with brushes and manipulate tiles.
Variation : Multiple tile variations can be specified for each orientation of an oriented brush.
Source: topics/Glossary.md
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