Concept

Tile-based video game

Summary
A tile-based video game is a type of video or video game where the playing area consists of small square (or, much less often, rectangular, parallelogram, or hexagonal) graphic images referred to as tiles laid out in a grid. That the screen is made of such tiles is a technical distinction, and may not be obvious to people playing the game. The complete set of tiles available for use in a playing area is called a tileset. Tile-based games usually simulate a top-down, side view, or 2.5D view of the playing area, and are almost always two-dimensional. 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. Tile-based games are not a distinct video game genre. The term refers to the technology that the hardware or game engine uses for its visual representation. For example, Pac-Man is an action game, Ultima is a role-playing video game and Civilization is a turn-based strategy game, but all three render the world as tiles. Ultima III and Civilization draw the tiles via software, while the maze in the original arcade version of Pac-Man is made of tiles displayed by the game's graphics hardware. Tiles allow developers to build with a set of reusable components instead of drawing everything individually. Tile-based video games usually use a texture atlas for performance reasons. They also store metadata about the tiles, such as collision, damage, and entities, either with a 2-dimensional array mapping the tiles, or a second texture atlas mirroring the visual one but coding metadata by colour. This approach allows for simple, visual map data, letting level designers create entire worlds with a tile reference sheet and perhaps a text editor, a paint program, or a simple level editor (many older games included the editor in the game). Examples of tile-based game engine/IDEs include RPG Maker, Game Maker, Construct, and Godot.
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