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character grids. In most modes, individual monochrome characters can be displayed in one of four colors; others allow characters to be constructed of 2-bit pixels instead, which allowed up to 5 colors to be displayed by swapping between 2 colors via an extra bit in the tile index byte. Atari used the term
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home computers, released in 1979, allow the standard character set to be replaced by a custom one. The new characters don't have to be glyphs, but the walls of a maze or ladders or any game graphics that fit in an 8x8 pixel square. The video coprocessor provides different modes for displaying
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Variations include level data using "material tiles" that are procedurally transformed into the final tile graphics, and groupings of tiles as larger-scale "supertiles" or "chunks," allowing large tiled worlds to be constructed under heavy memory constraints.
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laid out in a grid. That the screen is made of such tiles is a technical distinction, and may not be obvious to people playing the game. The complete set of tiles available for use in a playing area is called a
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is made of tiles displayed by the game's graphics hardware. Tiles allow developers to build with a set of reusable components instead of drawing everything individually.
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mapping the tiles, or a second texture atlas mirroring the visual one but coding metadata by colour. This approach allows for simple, visual map data, letting
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characters arranged in a grid, usually for the purposes of displaying text, but games could be written using letters and punctuation as game elements. The
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Much video game hardware from the late 1970s through the mid-1990s has native support for displaying tiled screens with little interaction from the CPU.
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s tile-map system to display more sophisticated graphics, and with better performance, than the more intensive framebuffer system previously used by
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where the playing area consists of small square (or, much less often, rectangular, parallelogram, or hexagonal) graphic images referred to as
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Most early tile-based games used a top-down perspective. The top-down perspective evolved to a simulated 45-degree angle, seen in 1994's
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for performance reasons. They also store metadata about the tiles, such as collision, damage, and entities, either with a 2-dimensional
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uses a "tile," "chunk" and "superchunk" three-layer system to construct an enormous, detailed world within the PCs of the early 1990s.
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852:) being prime examples of tile-based games, producing a highly recognizable look and feel.
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Hexagonal tile-based games have been limited for the most part to the strategy and
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draw the tiles via software, while the maze in the original arcade version of
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developed a series of video games in the 1980s that employed a tile-based
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37:"Tile map" redirects here. For a map displayed in a web browser, see
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The tile model became widely used in specific game genres such as
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901:-shaped tiles instead of square tiles. Notable titles include:
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create entire worlds with a tile reference sheet and perhaps a
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perspectives began to predominate in tile-based games, using
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620:. The term refers to the technology that the hardware or
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features multi-character combat on a tiled overhead map
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series, which remade the top-down role-playing series
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The tile-map model was introduced to video games by
162:. Unsourced material may be challenged and removed.
624:uses for its visual representation. For example,
2020:
601:view of the playing area, and are almost always
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997:Isometric graphics in video games and pixel art
650:game, but all three render the world as tiles.
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1032:. Wayne State University Press. p. 173.
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78:Learn how and when to remove these messages
1114:
1100:
1029:Before the Crash: Early Video Game History
941:genres. Notable examples include the Sega
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796:had hardware tile support in the form of
240:Learn how and when to remove this message
222:Learn how and when to remove this message
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893:. As computers advanced, isometric and
835:The Legend of Zelda: A Link to the Past
30:For board games played with tiles, see
14:
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593:. Tile-based games usually simulate a
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665:Tile-based video games usually use a
2029:Video games with tile-based graphics
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616:Tile-based games are not a distinct
160:adding citations to reliable sources
131:
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24:
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1081:Designing Your Own Character Sets
959:series of wargames starting with
510:List of text-based computer games
59:This article has multiple issues.
1026:Mark J. P. Wolf (15 June 2012).
505:List of stereoscopic video games
255:
136:
89:
48:
147:needs additional citations for
67:or discuss these issues on the
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1019:
563:texture atlas in the style of
490:List of four-dimensional games
13:
1:
1832:Lightweight Java Game Library
1012:
753:. It used a tile size of 8×8
309:Isometric video game graphics
1178:List of visual novel engines
515:Category:Video game graphics
299:Full motion video based game
7:
1144:First-person shooter engine
980:
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455:First-person shooter engine
102:to comply with Knowledge's
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284:2.5D & 3/4 perspective
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933:with an isometric engine.
314:Side-scrolling video game
1078:Patchett, Craig (1982).
822:role-playing video games
790:as small as 4K in size.
115:may contain suggestions.
100:may need to be rewritten
638:role-playing video game
495:List of FMV-based games
319:Stereoscopic video game
171:"Tile-based video game"
1156:Game engine recreation
887:Ultimate Play the Game
865:
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304:Graphic adventure game
1867:Platinum Arts Sandbox
1712:Adventure Game Studio
891:isometric perspective
858:
788:video game cartridges
578:grid-based video game
574:tile-based video game
558:
467:Virtual camera system
334:Tile-based video game
1513:Visual3D Game Engine
1168:Game creation system
992:Top-down perspective
885:role-playing games.
807:redefined characters
742:), which ran on the
384:3D computer graphics
362:2D computer graphics
339:Top-down perspective
156:improve this article
2034:Video game graphics
1782:Blender Game Engine
1614:Pixel Game Maker MV
1067:. Atari, Inc. 1982.
780:video game consoles
747:arcade system board
648:turn-based strategy
630:is an action game,
500:List of FPS engines
270:Video game graphics
264:Part of a series on
1787:Bork3D Game Engine
974:Battle for Wesnoth
948:Master of Monsters
866:
570:
438:Real-time graphics
367:Parallax scrolling
27:Type of video game
2016:
2015:
2012:
2011:
1912:Wintermute Engine
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1672:
1534:Amazon Lumberyard
1329:Zillions of Games
1084:. COMPUTE! Books.
1065:atariarchives.org
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433:Computer graphics
329:Third-person view
289:First-person view
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104:quality standards
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16:(Redirected from
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1897:Thousand Parsec
1847:Open Wonderland
1822:Irrlicht Engine
1765:
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1665:Unreal Engine 5
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1644:Unreal Engine 4
1599:Luminous Engine
1554:Creation Engine
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1498:Unreal Engine 3
1493:Unreal Engine 2
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1314:Virtual Theatre
1309:Unreal Engine 1
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861:Blades of Exile
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675:level designers
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580:, is a type of
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154:Please help
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1681:open-source
1435:PhyreEngine
1319:Voxel Space
1289:Reality Lab
1249:Dark Engine
1193:Proprietary
1139:Source port
971:series and
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731:arcade game
687:game engine
679:text editor
622:game engine
460:Tile engine
426:Rotoscoping
404:Cel shading
344:Vector game
121:August 2017
2023:Categories
1968:PlayCanvas
1735:Game-Maker
1609:Panta Rhei
1574:Fox Engine
1410:HeroEngine
1294:RenderWare
1013:References
850:Mega Drive
699:Game Maker
652:Ultima III
582:video game
182:newspapers
64:improve it
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1405:GameSalad
1395:Frostbite
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1350:C4 Engine
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981:See also
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809:and not
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612:Overview
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1983:Stencyl
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1594:Kynapse
1483:Unigine
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1183:id Tech
943:Genesis
924:Avernum
883:console
721:History
660:Pac-Man
627:Pac-Man
591:tileset
561:oblique
394:Polygon
196:scholar
18:Tileset
1988:Stride
1973:Raylib
1958:OpenFL
1948:libGDX
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1877:Ren'Py
1872:Pygame
1862:Plasma
1777:Away3D
1756:engine
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1564:Defold
1559:Decima
1508:Vision
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1468:engine
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111:. The
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1978:Snap!
1933:Godot
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1770:2000s
1746:Quake
1717:Build
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1689:1970s
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1569:Felgo
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1338:2000s
1279:Mugen
1232:1990s
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278:Types
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189:books
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1797:Dim3
1728:Doom
1455:SAGE
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