Tile/Map-Based Game Techniques: Handling Terrain
Transitions
by David Michael
This article is another in my series of Tile/Map-based Game Techniques. In
this article I discuss a method for handling terrain transitions on your main
map display.
First off, by "terrain" I am referring to the background or base layer of
graphics for the map display. Terrain might refer to normal terrain types, such
as grasslands or forests, but it is not limited to this. In a science-fiction
game, for instance, the terrain could be bare metal or even the landscape
features of another planet.
The Problem
The problem of terrain transitioning grows out of the need for a single type
of terrain to be able to mesh with itself and still look good when placed next
to another terrain. A forest tile should fit together with other forest tiles so
that the forest proceeds seamlessly from one map cell to the next. But what
happens when the forest tile is placed next to another type of terrain, such as
mountains or grassland? Without some form "transitioning" the map looks very
blocky and artificial.
Figure 1: Terrain Without Transitions
One solution to the problem is to create specialized transition tiles that
"blend" sections of each terrain into a single tile. However, the need for all
terrains to transition into any other means that the number of specialized tiles
escalates quickly. It may not be obvious at first glance, but the number of
transitions required even between just 2 terrain types is quite large. On a
square grid, there are 8 possible points of transition: one for each side and
one for each corner. Even the simple forest-to-grassland transition would
require 256 transitions, and this would have to be done for each terrain
transition combination. If you have 9 or 10 terrain types, the amount of
graphics this approach would require is unworkable.
This can be refined some by using transitions with a transparent element,
allowing for more variety with fewer tiles. The forest transitions would then be
able to overlap any terrain. But 256 transition variations for each terrain type
still seems pretty excessive.
So how do you trim down the number of required transition graphics to a
number that is more manageable? This is how we did it.
Our Solution
The first part of our solution was to assign a "precedence" to the various
terrain types. By precedence, I mean that when two different terrain types meet,
one of them invariably "overlaps" the other. In the example of forest meeting
grassland, if forest has a higher precedence (and it should) then it will always
overlap the grassland.
In Artifact, we used the following terrain precedence (listed highest to
lowest): jungle, forest, mountain, hill, swamp, deserts, grassland, water (open
water or river). Please note that this precedence does not reflect the relative
elevations of the terrain but is instead based on which terrains looks best when
overlapping other terrains.
Figure 2: Artifact Terrain Precedence
The next step was to reduce the number of terrain transition variations from
256. This number can be cut drastically by separating the "edge" transitions and
the "corner" transitions. As it was pointed out above, a single terrain cell has
8 points of transition: one for each side and one for each corner. Thus, there
are only 16 possible edge transitions, and 16 possible corner transitions. By
using combinations of edge and corner transitions you can create all of the
necessary 256 variations with only 32 total tiles. This is a huge reduction in
graphics required.
The template we used followed a binary format. For the edges, west was
considered "bit 0", north was "bit 1", and east and south were "bit 2" and "bit
3", respectively. Similarly for the corners, the northwest corner was "bit 0",
the northeast corner "bit 1", and so on. How we arranged the actual terrain
transition graphics is demonstrated in Figure 3. If you think of the covered
edges as 1 and the non-covered edges as 0, you can see that the columns proceed
in normal binary manner: 0000, 0001, 0010, 0011, 0100, and so on.
Figure 3: Terrain Transition Template
Figure 4 shows how this was applied to create the grassland transitions in
Artifact.
Figure 4: Artifact Grassland Transitions
With this method drawing the map is now a 2-step process. For each map cell,
the base terrain must be drawn, and then any transitions that overlay it in
reverse order of precedence (lowest precedence drawn first). However, the
reduction in graphics required more than makes up for the additional work. Also,
since the transition graphics are mostly transparent, the actual "work" involved
is less than it might seem.
Using the precedence established earlier, and the bit assignments for the
edges and corners, calculating which transitions you need in a particular map
cell is relatively straightforward. Essentially, for each map cell, you check
all adjacency possibilities for terrain types that overlap the terrain of the
cell. The transition information for a single terrain type need only use 8-bits
of data (4 bits for the edges and 4 bits for the corners) which fits
conveniently into a single byte. Thus, the total terrain transition information
for Artifact's 9 terrain types requires only 9 bytes per map cell.
You can pre-calculate the transition information and store it with the map,
or you can calculate it "on the fly" at runtime. For rendering Artifact's map
display, I calculate the transitions for the visible portion of the map only.
This reduces the amount of storage required since only a small portion of the
map is visible at one time.
A quick example: To calculate the transitions needed for a hill terrain, you
need only consider any adjacent jungles, forests, and mountains, since those are
the only terrain types that have a higher precedence. Figure 5 demonstrates the
overlapping of transitions on the base terrain graphics, with a hill as the
center terrain.
Figure 5: Artifact Terrains, Before and
After
Conclusion
With a bit of preparation in the graphics and a few tricks during the
rendering, you can achieve professional-looking terrain transitions in your
game. While drawing the map becomes a bit more complicated, the reduction in
graphics required and the flexibility of the system more than make up for
that.
David Michael is co-owner of Samu Games and has produced several online
games, including Artifact and Paintball NET.
Copyright ?1999 by David Michael. All Rights
Reserved.
All Artwork Copyright ?1999 by Samu Games. All Rights
Reserved.
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Date this article was posted to GameDev.net:
2/23/2000
(Note that this date does not necessarily correspond to the
date the article was written)
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