I’m doing a procedural, grid based game, and want to make my minimap by allocating each grid coordinate a colour. Then having the minimap show 1 pixel per grid coordinate.
The only game I can think of that does something similar is Tibia
In the above picture, each square is one pixel and represents one tile on the map. All the different grass is just “Green” and trees are “Dark green”. Roads / Dirt / stone are grey or dark grey. This then gets used as the minimap “texture”.
It’s also only discovered in a rectangle around the player (hence the ocean turning black) but that’s optional and relatively easy.
I can’t find any resources to work in this way.
How can I do this? The only thing I can work out so far is to have a C# section of code that uses image libraries to draw a PNG or other indexed image and load that image in as the map in x * y sized chunks. The actual world itself is procedural, so can’t be known ahead of time.
Edit: More detail on question
How can I turn an array of values (or list, or any collection) such as
20002002
21112002
20002002
11111111
Into an image or texture that I can draw as 4x8 rectangle of pixels? (Or use as a texture for a poly?
That sounds close, but on a much larger scale. I want one:one relationship between pixel on minimap = a 32x32 pixel tile.
– shadbagsThose links look promising. I'm a little concerned with how much of a performance hit it might cause, as it mentions in the link, but I only need to call it once per hundreds or even thousands of frames.
– shadbags