So if you could ignore what are clearly WIP visuals here, essentially what I’m doing here is procedurally generating more interesting ground / soil colors for my game.
https://store.steampowered.com/app/1826120/Hive_Defender is what it looked like before with prototype visuals.
Right now I’m blending all of the tiles together via alpha channels and perlin noise sprites, which works well – but there’s all this little bit hanging off the sides.
I have about 150+ 2D meshes in the shape of hexagons which use 6 triangles (7 points) each.
I’d like to somehow combine all of these meshes together into some kind of super mesh, and then use that mesh as a sprite mask such that only sprites within this big mesh are displayed.
I then intend to layer on ground texture, cracks, pebbles, etc… using the same method.
Any idea how to actually do this? I’ve been a few hours browsing the web, but I think there’s probably a very specific term for what I’m trying to do but I can’t find it.