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Question by
SYNYST3R1 · Feb 13, 2012 at 11:00 PM ·
2drandomproceduraltile
Random 2D tile engine question
void Start () {
tiles[0] = grass;
tiles[1] = dirt;
Generate(0,0,20,20);
}
void Generate(int i, int j, int Width, int Height) {
width = Width;
height = Height;
for (i = 0; i < width; i++) {
for(j = 0; j < height; j++) {
clone = Instantiate(tiles[Random.Range(0,tiles.Length)],new Vector2(i*tileWidth, j*tileHeight),Quaternion.identity)as GameObject;
}
}
}
Is this the way I should generate a random tile engine or is there a better way? How can I make is so I can edit the tiles and change their textures during runtime? Is there a way to lower say the amount of dirt that is generated so that there is more grass than dirt?
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