I made a 16-tile autotiler (dual-grid) because why not

Hey everyone;

draw

I saw this video thought “oh, I want that in my game,” than just…

The basic idea

Instead of a 47-tile terrain set, you paint a plain filled/empty grid. A second grid, offset by half a tile, is what actually gets drawn — and each of its tiles is chosen from the fill state of the 4 world cells that meet at its corner. Four corners 2⁴ = 16 tiles cover every case.


[1]Diagram made with Claude Opus 4.8.

What it does right now:

  • Draw / Line / Rect / Erase tools (left = primary brush, right = secondary)
  • Live preview of the actual resulting tile
  • Per-stroke undo/redo
  • Single-source layers (swap the whole skin any time) or multi-source (mixed terrains on one layer)
  • Coexists with the native TileMap editor — paint roughly there, hit Bake

C#, Godot 4.7 Very much a working MVP — it does the job, but there are rough edges and I haven’t written any tests yet (lazy developer), so treat it accordingly.

Github repository

credits


  1. Footnotes ↩︎