Triverse Tile Graphics Update

Graphics have gotten a major update! Here are some ships with the new look:


Gameplay comes first, but graphics bubbled back up as a priority because they were blocking several gameplay issues:

  • Visualizing team membership: The previous graphics supported a single color per part, but several variables need mapping: team, power level, energy/damage level, and whether the part is firing, selected, or highlighted.
  • Streamlining tile asset pipeline: I can create tiles in Inkscape, but it’s a manual approach. I want more automation in the process as well as control over what assets are produced from my original content.
  • Aesthetics: I want a less abstract appearance and a better sense of depth. This is about immersion; ships should feel like solid, physical objects.

New Tile Rendering Mode

Tiles now have lighting applied and region-based coloring. Each tile is still rendered as a single triangle, but vertices hold more data and the shader does a bit more work. Performance is not noticeably different, although rendering is nowhere close to being a bottleneck at this point.


  • Power level visualization: Previously, power level was clearly indicated by the hue of parts, but now it’s generally more subtle through power regions and glow. Build mode might be a good place to enhance the power colors more.
  • Overall ship color to indicate team: This might be limiting in terms of what variations in color specific parts can have. In most games, team color is shown as trim on structures/units/etc, but here the parts are too small for that to work well. Some parts already have power regions as well that could make this ambiguous.
  • Portability: Shaders do more work now, which might present issues when considering less powerful devices (tablets?).
  • Modeling difficulty: My modeling approach amounts to writing functions in a text editor.

Generating Triverse Tiles

To generate tiles, I enhanced Eval2D to use DirectX 11 for sphere tracing, then wrote appropriate signed distance functions to produce shapes that look reasonable as ship parts. Turns out HLSL has built-in automatic symbolic differentiation, which means I can easily obtain normals without resorting to ddx/ddy or additional sampling. All the new tiles assets are generated as a build step or as part of unit tests for convenience. I figured this way would be more interesting than learning/automating Blender.

Normal map generated for a cell junction:


Obligatory noise/sphere reflections (not related to game!):



Next Steps on Graphics

Graphics are out of the way for now, but I expect to revisit these areas at some point:

  • Terrain tiles: The rock tiles are good enough for now, but this will need improvement once I introduce additional kinds of terrain. On the aesthetic side, they aren’t exactly seamless and they don’t quite match the new look.
  • Effects: HUD, projectiles/beams/trails, particle textures can be improved, but changes would largely be aesthetic and lower priority.
  • More tile shading variety: The colors still look too flat and uniform. It might be worth looking at mapping power to lightness in some way.

2 thoughts on “Triverse Tile Graphics Update

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