![Cover image for JRPG Tile Map Shader Test [Solar2D]](https://img.itch.zone/aW1nLzI1NTA1Mjc5LnBuZw==/original/ydU%2BEa.png)
JRPG Tile Map Shader Test [Solar2D]
Using Solar2D, I’ve been experimenting with different approaches to generating tiled maps through shaders, with the key constraints being a single draw call per layer and the elimination of visible seams. The overworld map itself renders in a single draw call using one shader and just two triangles, while the ocean is rendered as a separate layer under the same constraints. For comparison, the overlay Performance Stats window requires 16 draw calls and ~64 triangles (in Windows build, 32 triangles on web build). When zoomed out while on foot, the overworld map is viewed entirely—this would be equivalent to viewing roughly 65,000 tiles simultaneously on screen (16 x 16 [pixels per tile] == 256 x 256 [tiles] == 65,536 tiles per layer). *GPU latency metrics does not work on HTML builds* Controls: (Sorry guys, there's no input from mobile device, must use mouse and keyboard) Toggle Metrics Window: F2 Zoom: Use wheel mouse Movement: WASD or arrow keys. Airship: Use F key to lift off, or land. Heads up, in case you venture around, only Baron castle and town are loaded; the castle doors are closed, and town shops are not open for business. Assets: Final Fantasy 4 for the SNES, © SQUARE ENIX
Siu 1 followers· portfolio 3 View creator →