Tile-based video game
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A tile-based video game, or grid-based video game, is a type of
Much video game hardware from the late 1970s through the mid-1990s has native support for displaying tiled screens with little interaction from the CPU.
Overview
Tile-based games are not a distinct
Tile-based video games usually use a
.Variations include level data using "material tiles" that are procedurally transformed into the final tile graphics, and groupings of tiles as larger-scale "supertiles" or "chunks," allowing large tiled worlds to be constructed under heavy memory constraints.
History
The tile-map model was introduced to video games by
Home computers had hardware tile support in the form of ASCII characters arranged in a grid, usually for the purposes of displaying text, but games could be written using letters and punctuation as game elements. The Atari 400/800 home computers, released in 1979, allow the standard character set to be replaced by a custom one.[2][3] The new characters don't have to be glyphs, but the walls of a maze or ladders or any game graphics that fit in an 8x8 pixel square. The video coprocessor provides different modes for displaying character grids. In most modes, individual monochrome characters can be displayed in one of four colors; others allow characters to be constructed of 2-bit pixels instead, which allowed up to 5 colors to be displayed by swapping between 2 colors via an extra bit in the tile index byte. Atari used the term redefined characters and not tiles.
The tile model became widely used in specific game genres such as
Most early tile-based games used a top-down perspective.[
- Ultima Online, which mixed elements of 3D (the ground, which is a tile-based height map) and 2D (objects) tiles
- Civilization II, which updated Civilization's top-down perspective to a dimetric perspective
- The Avernum series, which remade the top-down role-playing series Exilewith an isometric engine.
Hexagonal tile-based games have been limited for the most part to the strategy and
See also
- Texture atlas
- Top-down perspective
- Isometric graphics in video games and pixel art
- Tiled rendering
- Heightmap
References
- ISBN 978-0814337226. Retrieved 8 July 2016.
- ^ "De Re Atari". atariarchives.org. Atari, Inc. 1982.
- ^ Patchett, Craig (1982). Designing Your Own Character Sets. COMPUTE! Books.