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Lightmapping and Diablo3-style big-tile levels

We're working on a game that will have procedurally generated levels. One of the approaches to level construction we're considering is using big tiles like those used in Diablo 3

Tiles in Diablo 3 seem to use some form of lightmapping (at least the ambient occlusion is clearly visible). The game reportedly runs well on low-end PCs (with dynamic shadows turned on), so it's unlikely that it does lighting in realtime.

The question is, how can we use Unity / Beast lightmapping for the big tiles, and how do we combine them into levels at runtime?

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asked May 25 '12 at 06:32 PM

Vygg gravatar image

Vygg
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create a prefab for each tile then do instantiate prefab create a grid (= array of arrays) and everytime you run, you select each tile/prefab and instantiate it on a random position in the grid do a few checks to make sure you don't place 2 tiles on each other etc and your done

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answered Aug 07 '12 at 05:46 PM

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Dhaiku
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asked: May 25 '12 at 06:32 PM

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Last Updated: Aug 07 '12 at 05:46 PM