Herringbone Tiles: Breaking Grid Artifacts in Procedural Map Generation
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Rethinking Procedural Generation: The Herringbone Tile Revolution
Procedural content generation has long relied on Wang Tiles—a method where square tiles with edge constraints assemble into coherent maps. Yet traditional implementations face two critical flaws: visible grid artifacts (like unnatural 'grids of closedness') and complex connectivity requirements demanding global solvers or excessive hand-authored content.
In a breakthrough documented by Sean Barrett of Silver Spaceship Software, Herringbone Tiles offer an elegant solution. This technique—pioneered for an unreleased CRPG—replaces squares with a mix of 1:2 and 2:1 rectangular tiles arranged in a zigzagging herringbone pattern:
┌───┐ ┌───┐
│ ├─┬┤ │
└─┬─┤ │└─┬─┘
│ └─┼─┘ │
└───┴───┘
Why Herringbone Works
- Grid Artifact Elimination: The irregular edge alignments break up straight-line boundaries, preventing the 'checkerboard effect' plaguing square tiles.
- Guaranteed Connectivity: Each tile internally connects its edges. When combined in a herringbone layout, paths always traverse the entire map—no global solver needed.
- Hexagonal Power, Rectangular Flexibility: Herringbone tiling is mathematically isomorphic to hexagonal tiles (like those in Infamous), but better accommodates grid-based structures like city streets.
Tradeoffs and Triumphs
- Content Volume: Requires 128+ tiles (64 horizontal + 64 vertical for 2 constraint types), but scales similarly to hexagonal approaches.
- Zero Constraints, Maximum Chaos: Barrett's CRPG intentionally ignored edge-matching rules—opting for pure randomness—yet still achieved organic-feeling dungeons through pattern-driven connectivity.
"The herringbone pattern guarantees full connectivity [...] yet sometimes requires roundabout paths"
— Sean Barrett
The Future of Generated Worlds
This method proves particularly promising for open-world games seeking rectangular layouts (e.g., urban grids), where hexagonal tiles struggle. Paired with procedural embellishments—like dynamic object placement—Herringbone Tiles could democratize rich, vast environments for indie developers.
Source: Herringbone Tiles by Sean Barrett (Silver Spaceship Software)