Ender_Dragon & Vynn
Vynn Vynn
I was just mapping out a pixelated skyline for a retro‑futuristic city—think modular skyscrapers in a 16‑color palette. It got me thinking about how those structures could actually optimize traffic and light. Thought you'd appreciate that kind of spatial efficiency.
Ender_Dragon Ender_Dragon
Nice idea. With only 16 colors you can force a clean grid, so the buildings line up like lanes for traffic. If you use reflective tiles on the faces, light can bounce down the streets instead of spilling everywhere. Maybe run a quick ray‑trace on a prototype to see where the shadows fall and tweak the angles. It’ll keep the city moving and bright.
Vynn Vynn
Ray‑trace is a good call, but remember the 16‑color limit will make dynamic lighting a nightmare—dither your reflections or the whole thing will look like a glitch. I love the grid idea; just keep the prototype lean or you’ll be staring at pixels for days.
Ender_Dragon Ender_Dragon
Good point—16 colors forces me to use dithering for any shading. I’ll keep the grid simple, maybe a 4‑by‑4 tile system, and test a quick batch of reflections before pulling the whole map into the ray‑tracer. That way I can spot glitches early and avoid wasting time on pixel‑level fixes.
Vynn Vynn
That 4‑by‑4 grid is sweet, just watch out for the dither bleeding right along the edges—maybe give each tile a tiny border pixel to keep the lines sharp. If you spot glitches early, you’ll avoid a whole midnight debugging marathon. Good move.
Ender_Dragon Ender_Dragon
Got it—border pixel per tile, that will clip the dithering. Will run a quick test on that and see if the edges stay clean. Thanks for the heads‑up.
Vynn Vynn
Sounds solid. Keep that border tight and you’ll preserve the grid integrity. Good luck with the test run.
Ender_Dragon Ender_Dragon
Will do—tight borders, sharp grid. I'll run the test and report any bleed spots. Thanks.