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Grout Tile Engine [RELEASED]

Discussion in 'Assets and Asset Store' started by FervInt, Oct 17, 2014.

  1. FervInt

    FervInt

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    Nov 29, 2013
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    NO LONGER AVAILABLE

    Grout is a tile framework written in C#. It is well documented, clean and incredibly extensible. Loosely coupled classes, interface abstraction, and code built on an Inversion Of Control infrastructure ensures flexibility. The framework is more than just a base for the tile engine, it can be used throughout your game for dependency injection and messaging.

    Features:
    A hex, square, diamond and triangle implementation of the tile engine

    Any shape tile is possible (provided you implement a few interfaces that describe your tiles)

    Adjustable tile sizes

    Support for sparse data sets

    Tile Chunking

    Dynamic, on-demand tile chunk loading using the messaging system that comes with the asset

    View frustum chunk disabling (this is not simply a render cull it fully disables the object)

    Pathfinding with support for individual tile traversal costs as well as blocked tiles

    Configurable perlin noise data generator

    Bitmap based terrain converter. Unity editor extension that takes in an image and converts it to tiles, simply draw your map and the editor will convert it to tile types

    An Inversion of Control system for Unity that provides the engine with its flexibility but can be used elsewhere

    A messaging system for Unity using Weak Actions and Weak Object References to avoid memory leaks

     
    Last edited: Dec 16, 2014
  2. SirStompsalot

    SirStompsalot

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    Great work @FervInt. I'm already pushing it into my game engine and having a blast.
     
    mathias234 and FervInt like this.
  3. FervInt

    FervInt

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    Fantastic!!! Don't hesitate to email if you have any issues....I'll answer as quickly as I can.
     
  4. FervInt

    FervInt

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    I have a couple of other tile configurations that can be plugged into the system that I will probably just put up on my website. Once I get them 100% finished ill add them into the asset. For those of you who want them in the not as done but functional stage you will be able to download them.
     
  5. FervInt

    FervInt

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    Couple more things that are possible with Grout.

     
    Harry3D and mathias234 like this.
  6. Harry3D

    Harry3D

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    Great engine FervInt! Really impressive, I read all the WIP thread of this project as well and it's amazing, congrats for such a good work. This might be exactly what I'm looking for in my game, but as a designer, I'd like to know some things. So far, basically all the looks, even with textures on, gets kinda hexagonal Minecraft look, u know? I'm looking more for the Civilization scheme, where I have a normal built terrain, made in Unity or imported, and in the layer over that terrain, I have the hexagons that I can select, move my units, etc. Does Grout support this feature? How could I do that with it?

    Thanks a lot!
     
  7. FervInt

    FervInt

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    Thanks for the kind words!

    Unfortunately Grout cannot be used as an overlay for a terrain at the moment (unless said terrain is flat). Doing what you ask would require that the grout mesh follow the terrain mesh and that is just not built in right now. I'll add this to my list and see if I can get it in but I would not wait around for me.
     
  8. Harry3D

    Harry3D

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    I see. But actually, overlaying a flat terrain can work just fine. I talked about a Unity terrain but what I meant is that I don't need the hex geometry itself (because that will cause the Minecraft look), I need a normal terrain (even a flat one, with textures and objects on it) and the hex grid overlaying it to define the movement and attack areas, just as in a turn-based strategy game. For example, I have a flat terrain with textures on, a large building on the ground, but the unit won't have to climb the building or anything, just move around it, u know?

    Basically the features of Civilization, but of course simplified.
     
  9. FervInt

    FervInt

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    In that case yes I think it would work just fine. There are functions to handle converting world coordinates to tile coordinates.

    you can also do things like this if you want to stretch a texture across multiple tiles..



    Be warned that this package is highly developer centered. I purposefully did not include a bunch of code to allow in-unity UI designer manipulation because I wanted the code to stay super clean and small.
     
  10. Harry3D

    Harry3D

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    Alright! Thanks for the quick reply man!