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Dual Tilemap Autotiling Technique

· 14 min read
Justin Young
Excalibur Contributor
TitleImage

Intro

Autotiling is one of those topics every 2D gamedev bumps into sooner or later.
You want maps that look nice without hand-placing every edge and corner, but you don’t want to manage a monster tileset with 50+ variants just to blend one terrain type into another.

In this post, I’ll show you the dual Tilemap technique I use in ExcaliburJS with TypeScript.
This method cuts the needed art down to just 5 tiles, keeps your code simple, and separates gameplay logic from visual decoration.

Quick Review of Autotiling

Autotiling is about automating which tile sprite to draw based on a tile’s neighbors.
Instead of painting every edge by hand, the engine checks surrounding cells and picks the right graphic.

The most common approaches:

  • Blob / bitmask – looks at 8 neighbors; needs ~47–56 tiles.
  • Marching Squares – 4-bit mask (N/E/S/W); needs 16 tiles.
  • Wang tiles – edges/corners encode transitions; flexible, but still asset-heavy.

These work well but tend to require large tilesets and entangled rules.

My last dive into autotiling, Autotiling Technique, implemented a 47 tile tileset and bitmasking. While it worked and looked great, the algorithm forced me to do a lot of work mapping all the different bitmasks to the 47 tiles. It took a lot of manual effort.

Example from my last autotiling project:

old tileset

Traditional Autotiling Techniques

The classic techniques all share a common trade-off: flexibility vs. asset count.

  • Blob / Bitmask (47+ tiles)
    Each neighbor contributes to a binary mask (8 bits → 256 possibilities).
    Many cases overlap visually, so artists usually trim down to ~47 unique tiles.
    This means dozens of sprites to draw and maintain.

  • Marching Squares (16 tiles)
    Simpler 4-bit system that only considers N/E/S/W.
    It’s easier to code, but you still need 16 distinct tiles.

  • Wang Tiles
    Encode transitions on edges or corners. Very elegant mathematically, but each terrain type still multiplies your tile count.

These all work — but if you only want a clean outline between Ground and Void, they’re overkill.

What is the problem?

A ton of art

When I implemented a 47-tile bitmask system, the art looked great — but the cost was high:

  • Artist time: drawing 47 tiles for every new biome or terrain type.
  • Mapping complexity: bitmask → tile index lookups are tedious and brittle.
  • Coupling: logic and visuals are glued together; small rule changes break the whole set.

This complexity grows fast when you add multiple terrain types (grass, sand, snow, etc.).

The Ambiguous Tile

Visual: Part of the tile shows one terrain (e.g., grass), while the rest shows another (e.g., soil/ground).

Gameplay/Logic: The walkable area is determined by the world Tilemap (logic map), not the graphic overlay. So even if half the tile visually looks like grass, the character might still be able to walk over it if the underlying tile is marked as walkable ground.This leads to a detail that the game developer must manage: is the tile walkable or usable?

Ambiguous tile

Benefits of a dual Tilemap solution

Instead of one giant Tilemap that does everything, we split the work:

  • World Tilemap (logic)
    Just 2 states and one tile: the background tile. This is the world Tilemap and is used for game logic. For this demonstration we are manage the states of soil or grass.

  • Graphics Tilemap (overlay)
    Only 5 tiles: Edge, InnerCorner, OuterCorner, Filled, or Opposite Corners
    These can be rotated and stacked to create all the shapes we need.

Total: 6 tiles, the background tile plus 5 different grass tiles.

Removal of the ambiguous tile

With the offset 2nd Tilemap, we can better align the mesh textures to the actual world tiles, removing the ambiguous tile problem stated earlier.

Fixed ambiguous tile

Why this is powerful

  • Tiny tileset (easy for artists).
  • Composable overlays (T-junctions, crosses, islands all “just work”).
  • Separation of concerns (logic map stays clean).
  • No Ambiguous Tiles

A walk through the algorithm

For my demonstration, I created two Excalibur (Ex) Tilemaps. One I called worldMap and the other meshMap.

Getting started and setup

ts
const worldMap = new TileMap({
columns: 10,
rows: 10,
tileWidth: 16,
tileHeight: 16,
});
// Note: the meshMap needs to 'overlap' the world map by one tile, you'll see what later
const meshMap = new TileMap({
columns: 11,
rows: 11,
tileWidth: 16,
tileHeight: 16,
});
// Position the Tilemaps
worldMap.pos = vec(0, 0);
worldMap.z = 0;
// Note: the mesh Tilemap's position is half a tile offset; this is important
meshMap.pos = vec(-8, -8);
meshMap.z = 1;
// Load Assets and add Tilemaps to game
await game.start(loader);
game.add(worldMap);
game.add(meshMap);
//move camera and center on the Tilemap
game.currentScene.camera.pos = vec(16 * 5, 16 * 5);
game.currentScene.camera.zoom = 1.25;
ts
const worldMap = new TileMap({
columns: 10,
rows: 10,
tileWidth: 16,
tileHeight: 16,
});
// Note: the meshMap needs to 'overlap' the world map by one tile, you'll see what later
const meshMap = new TileMap({
columns: 11,
rows: 11,
tileWidth: 16,
tileHeight: 16,
});
// Position the Tilemaps
worldMap.pos = vec(0, 0);
worldMap.z = 0;
// Note: the mesh Tilemap's position is half a tile offset; this is important
meshMap.pos = vec(-8, -8);
meshMap.z = 1;
// Load Assets and add Tilemaps to game
await game.start(loader);
game.add(worldMap);
game.add(meshMap);
//move camera and center on the Tilemap
game.currentScene.camera.pos = vec(16 * 5, 16 * 5);
game.currentScene.camera.zoom = 1.25;

Assets

Tileset

The tileset i'm using has 6 tiles, the first is the 'base' soil tile that covers the world Tilemap. The next 5 are the 5 tiles needed for this autotiling technique. For the purposes of this demonstration I included a light border around the soil tile so the end result can more readily show how the Tilemaps line up.

Initializing Tile State

I loop through all the tiles initially to setup the intial state for each Tilemap.

ts
// Instead of using a TypeScript enum, I like to define my tile states as a const object with string literal values
const TileState = {
soil: "soil",
grass: "grass",
} as const;
// Setup the world map state
for (const tile of worldMap.tiles) {
tile.addGraphic(tileSS.getSprite(0, 0)); // This sets the default 'soil' tile from the spritesheet
tile.data.set("state", TileState.soil); // This is setting the data store of each tile to 'soil'
}
// Setup the Mesh map state
for (const tile of meshMap.tiles) {
tile.data.set("worldNeighbors", getWorldNeighbors(tile)); // Each tile in the meshMap needs to know its corresponding 'worldMap' neighbors, 4 for each tile (TL, TR, BL, BR)
tile.data.set("meshTile", null); // which index of the spritesheet do I access
tile.data.set("rotation", 0); // how do I rotate the graphic
}
ts
// Instead of using a TypeScript enum, I like to define my tile states as a const object with string literal values
const TileState = {
soil: "soil",
grass: "grass",
} as const;
// Setup the world map state
for (const tile of worldMap.tiles) {
tile.addGraphic(tileSS.getSprite(0, 0)); // This sets the default 'soil' tile from the spritesheet
tile.data.set("state", TileState.soil); // This is setting the data store of each tile to 'soil'
}
// Setup the Mesh map state
for (const tile of meshMap.tiles) {
tile.data.set("worldNeighbors", getWorldNeighbors(tile)); // Each tile in the meshMap needs to know its corresponding 'worldMap' neighbors, 4 for each tile (TL, TR, BL, BR)
tile.data.set("meshTile", null); // which index of the spritesheet do I access
tile.data.set("rotation", 0); // how do I rotate the graphic
}

Storing the neighbor data

ts
type TileList = {
TL: Tile | undefined;
TR: Tile | undefined;
BL: Tile | undefined;
BR: Tile | undefined;
};
const getWorldNeighbors = (currentMeshTile: Tile): TileList => {
let TL: Tile | undefined = undefined;
let TR: Tile | undefined = undefined;
let BL: Tile | undefined = undefined;
let BR: Tile | undefined = undefined;
// get vectors of four corners
const topLefMeshTile = currentMeshTile.pos.clone();
const topRightMeshTile = currentMeshTile.pos.clone().add(vec(16, 0));
const bottomLeftMeshTile = currentMeshTile.pos.clone().add(vec(0, 16));
const bottomRightMeshTile = currentMeshTile.pos.clone().add(vec(16, 16));
// for each corner, find mesh tile that contains that position
TL = worldMap.tiles.find(tile => topLefMeshTile.equals(tile.center));
TR = worldMap.tiles.find(tile => topRightMeshTile.equals(tile.center));
BL = worldMap.tiles.find(tile => bottomLeftMeshTile.equals(tile.center));
BR = worldMap.tiles.find(tile => bottomRightMeshTile.equals(tile.center));
return { TL, TR, BL, BR };
};
ts
type TileList = {
TL: Tile | undefined;
TR: Tile | undefined;
BL: Tile | undefined;
BR: Tile | undefined;
};
const getWorldNeighbors = (currentMeshTile: Tile): TileList => {
let TL: Tile | undefined = undefined;
let TR: Tile | undefined = undefined;
let BL: Tile | undefined = undefined;
let BR: Tile | undefined = undefined;
// get vectors of four corners
const topLefMeshTile = currentMeshTile.pos.clone();
const topRightMeshTile = currentMeshTile.pos.clone().add(vec(16, 0));
const bottomLeftMeshTile = currentMeshTile.pos.clone().add(vec(0, 16));
const bottomRightMeshTile = currentMeshTile.pos.clone().add(vec(16, 16));
// for each corner, find mesh tile that contains that position
TL = worldMap.tiles.find(tile => topLefMeshTile.equals(tile.center));
TR = worldMap.tiles.find(tile => topRightMeshTile.equals(tile.center));
BL = worldMap.tiles.find(tile => bottomLeftMeshTile.equals(tile.center));
BR = worldMap.tiles.find(tile => bottomRightMeshTile.equals(tile.center));
return { TL, TR, BL, BR };
};

It is important to understand how I approached storing the tile map data. My disclaimer: there is more than one right way to do this, and I'm certain there are more optimum means. This is simply my approach.

Not every tile will have 4 neighbors, if you consider the edge of the worldMap, there may only be one or two neighbors available which is why I allow undefined values for the tile positions as well. The majority of the tiles can/will be surrounded by 4 world tiles. The fact that the mesh Tilemap is offset by half of the tilesize, means that the corners of the mesh tile land on the centers of the four neighbors, and I use this to my advantage.

Tile Relationship

Managing the mouse input

While not specific to Tilemapping, controlling the mouse properly to set the worldMap tile states is important. When I click and drag the mouse, what I'm doing is using the mouse pointer positions to set/clear the world tile state. I use the Left Mouse Button (LMB) to set 'grass' state, and use the Right Mouse Button to clear the 'grass' state to 'soil'.

ts
let isDragging = false;
let lastTile: Tile | null = null;
let activeButton: PointerButton | null = null;
game.input.pointers.primary.on("down", e => {
if (e.button !== PointerButton.Left && e.button !== PointerButton.Right) return; // ignore other buttons
activeButton = e.button;
isDragging = true;
lastTile = null; // reset so first tile definitely triggers
setTileState(game.input.pointers.primary.lastWorldPos, activeButton);
});
game.input.pointers.primary.on("up", e => {
isDragging = false;
lastTile = null;
activeButton = null;
});
game.input.pointers.primary.on("move", e => {
if (isDragging && activeButton) {
setTileState(game.input.pointers.primary.lastWorldPos, activeButton); // <---- this manages the click and drag 'drawing' of tiles
}
});
ts
let isDragging = false;
let lastTile: Tile | null = null;
let activeButton: PointerButton | null = null;
game.input.pointers.primary.on("down", e => {
if (e.button !== PointerButton.Left && e.button !== PointerButton.Right) return; // ignore other buttons
activeButton = e.button;
isDragging = true;
lastTile = null; // reset so first tile definitely triggers
setTileState(game.input.pointers.primary.lastWorldPos, activeButton);
});
game.input.pointers.primary.on("up", e => {
isDragging = false;
lastTile = null;
activeButton = null;
});
game.input.pointers.primary.on("move", e => {
if (isDragging && activeButton) {
setTileState(game.input.pointers.primary.lastWorldPos, activeButton); // <---- this manages the click and drag 'drawing' of tiles
}
});

Changing Tile State

ts
const setTileState = (pPos: Vector, buttonState: PointerButton) => {
// get tile coords
const tx = Math.floor(pPos.x / worldMap.tileWidth);
const ty = Math.floor(pPos.y / worldMap.tileHeight);
// if tile coords are 'inside' the worldmap
if (tx >= 0 && tx < worldMap.columns && ty >= 0 && ty < worldMap.rows) {
// if we moved to a new tile
if (lastTile !== worldMap.getTile(tx, ty)) {
const state = buttonState === PointerButton.Left ? TileState.grass : TileState.soil;
worldMap.getTile(tx, ty)!.data.set("state", state);
lastTile = worldMap.getTile(tx, ty);
}
}
//update the mesh data and redraw
updateMeshMap();
redrawMeshTileMap();
};
ts
const setTileState = (pPos: Vector, buttonState: PointerButton) => {
// get tile coords
const tx = Math.floor(pPos.x / worldMap.tileWidth);
const ty = Math.floor(pPos.y / worldMap.tileHeight);
// if tile coords are 'inside' the worldmap
if (tx >= 0 && tx < worldMap.columns && ty >= 0 && ty < worldMap.rows) {
// if we moved to a new tile
if (lastTile !== worldMap.getTile(tx, ty)) {
const state = buttonState === PointerButton.Left ? TileState.grass : TileState.soil;
worldMap.getTile(tx, ty)!.data.set("state", state);
lastTile = worldMap.getTile(tx, ty);
}
}
//update the mesh data and redraw
updateMeshMap();
redrawMeshTileMap();
};

As the mouse moves with the LMB or RMB held down, the setTileState method is being called with the position and button state details. This method uses this data to set the worldMap tile states appropriately. Then redraws the Tilemap.

The Magic, selecting which tile and how to rotate

For this section, this is where one had to sit down and consider how each tile is drawn. This is my approach;

  1. Loop over world neighbors and 'count' grass tiles
  2. For each 'combination' of grass tiles, select the tile index
  3. For the couple of tiles where rotation is important, figure out 'where' the grass tiles are located

Let us walk through the code:

ts
const updateMeshMap = () => {
for (const tile of meshMap.tiles) {
// get the predetermined neighbor references
const worldNeighbors = tile.data.get("worldNeighbors");
const { spriteIndex, rotation } = calculateMeshSprite(worldNeighbors); // call the function that returns the index and rotation structure
// if no tile data needed, clear out the mesh data
if (spriteIndex === null || rotation === null) {
tile.data.delete("meshTile");
tile.data.delete("rotation");
continue;
}
// set the mesh data appropriately
tile.data.set("meshTile", spriteIndex);
tile.data.set("rotation", toRadians(rotation)); // this is where the rotation is converted to Radians for proper graphic rotation
}
};
ts
const updateMeshMap = () => {
for (const tile of meshMap.tiles) {
// get the predetermined neighbor references
const worldNeighbors = tile.data.get("worldNeighbors");
const { spriteIndex, rotation } = calculateMeshSprite(worldNeighbors); // call the function that returns the index and rotation structure
// if no tile data needed, clear out the mesh data
if (spriteIndex === null || rotation === null) {
tile.data.delete("meshTile");
tile.data.delete("rotation");
continue;
}
// set the mesh data appropriately
tile.data.set("meshTile", spriteIndex);
tile.data.set("rotation", toRadians(rotation)); // this is where the rotation is converted to Radians for proper graphic rotation
}
};

This is a straightforward utility method that loops through each tile and sets the data appropriately, there's still one more magical method to dive into.

ts
const calculateMeshSprite = (neighbors: TileList): { spriteIndex: number | null; rotation: number | null } => {
// 1. Count the grass tiles
let grassCount = 0;
Object.values(neighbors).forEach(tile => {
if (!tile) return;
if (tile.data.get("state") === TileState.grass) {
grassCount++;
}
});
// based on grasstile count, make a decision
let spriteIndex = 0;
let rotation = 0;
let isTLGrass = neighbors.TL?.data.get("state") === TileState.grass;
let isTRGrass = neighbors.TR?.data.get("state") === TileState.grass;
let isBLGrass = neighbors.BL?.data.get("state") === TileState.grass;
let isBRGrass = neighbors.BR?.data.get("state") === TileState.grass;
...
ts
const calculateMeshSprite = (neighbors: TileList): { spriteIndex: number | null; rotation: number | null } => {
// 1. Count the grass tiles
let grassCount = 0;
Object.values(neighbors).forEach(tile => {
if (!tile) return;
if (tile.data.get("state") === TileState.grass) {
grassCount++;
}
});
// based on grasstile count, make a decision
let spriteIndex = 0;
let rotation = 0;
let isTLGrass = neighbors.TL?.data.get("state") === TileState.grass;
let isTRGrass = neighbors.TR?.data.get("state") === TileState.grass;
let isBLGrass = neighbors.BL?.data.get("state") === TileState.grass;
let isBRGrass = neighbors.BR?.data.get("state") === TileState.grass;
...

So far in this function we've looped through the neighbors object and counted the grass tiles. Also, I've setup some helper flags for assisting with orientation.

ts
...
// No grass, return the nullish state
if (grassCount === 0) return { spriteIndex: null, rotation: null };
// one grass square, use the sprite with just a corner piece, index 1
else if (grassCount === 1) {
spriteIndex = 1;
//rotate the tile based on which of the corners is grass
if (isTLGrass) {
rotation = 180;
} else if (isTRGrass) {
rotation = -90;
} else if (isBLGrass) {
rotation = 90;
} else if (isBRGrass) {
rotation = 0;
}
}
...
ts
...
// No grass, return the nullish state
if (grassCount === 0) return { spriteIndex: null, rotation: null };
// one grass square, use the sprite with just a corner piece, index 1
else if (grassCount === 1) {
spriteIndex = 1;
//rotate the tile based on which of the corners is grass
if (isTLGrass) {
rotation = 180;
} else if (isTRGrass) {
rotation = -90;
} else if (isBLGrass) {
rotation = 90;
} else if (isBRGrass) {
rotation = 0;
}
}
...

The grassCount: 0 scenario is super simple, return nulls so that nothing is drawn. But let us look into the grassCount:1 quick to get an ideas of what we are working with.

tile 1 rotations

We can use the utility flags for us to set the appropriate rotations, and you can see this pattern show up in the next two scenarios as well. I won't draw the permutations but the commens walk you through each situation.

Below both 2 grass tile and 3 grass tile scenarios. The 3 grass tile scenario it just seemed easier to me to track which tile was not a grass tile.

ts
...
// two of the neighbors are grass, that could be two different tile indexes possibly
else if (grassCount === 2) {
// are they next to each other or cattycorner?
// first four are when they are next to each other
if (isTLGrass && isTRGrass) {
spriteIndex = 2;
rotation = -90;
} else if (isTLGrass && isBLGrass) {
spriteIndex = 2;
rotation = 180;
} else if (isTRGrass && isBRGrass) {
spriteIndex = 2;
rotation = 0;
} else if (isBLGrass && isBRGrass) {
spriteIndex = 2;
rotation = 90;
}
// next two are the 2 catty corner conditions
else if (isTLGrass && isBRGrass) {
spriteIndex = 3;
rotation = 90;
} else if (isTRGrass && isBLGrass) {
spriteIndex = 3;
rotation = 0;
}
}
// three grass, one soil, let's track the soil tile, its just easier
else if (grassCount === 3) {
spriteIndex = 4;
// to note, we're specifically looking for the tile that's NOT grass
if (!isTLGrass) {
rotation = 0;
} else if (!isTRGrass) {
rotation = 90;
} else if (!isBLGrass) {
rotation = -90;
} else if (!isBRGrass) {
rotation = 180;
}
}
// all grass tiles, rotation is irrelevant
else if (grassCount === 4) spriteIndex = 5;
return { spriteIndex, rotation };
};
ts
...
// two of the neighbors are grass, that could be two different tile indexes possibly
else if (grassCount === 2) {
// are they next to each other or cattycorner?
// first four are when they are next to each other
if (isTLGrass && isTRGrass) {
spriteIndex = 2;
rotation = -90;
} else if (isTLGrass && isBLGrass) {
spriteIndex = 2;
rotation = 180;
} else if (isTRGrass && isBRGrass) {
spriteIndex = 2;
rotation = 0;
} else if (isBLGrass && isBRGrass) {
spriteIndex = 2;
rotation = 90;
}
// next two are the 2 catty corner conditions
else if (isTLGrass && isBRGrass) {
spriteIndex = 3;
rotation = 90;
} else if (isTRGrass && isBLGrass) {
spriteIndex = 3;
rotation = 0;
}
}
// three grass, one soil, let's track the soil tile, its just easier
else if (grassCount === 3) {
spriteIndex = 4;
// to note, we're specifically looking for the tile that's NOT grass
if (!isTLGrass) {
rotation = 0;
} else if (!isTRGrass) {
rotation = 90;
} else if (!isBLGrass) {
rotation = -90;
} else if (!isBRGrass) {
rotation = 180;
}
}
// all grass tiles, rotation is irrelevant
else if (grassCount === 4) spriteIndex = 5;
return { spriteIndex, rotation };
};

Final section, drawing

ts
const redrawMeshTileMap = () => {
let tileindex = 0;
for (const tile of meshMap.tiles) {
// clear current tile graphics
tile.clearGraphics();
//grab sprite index and rotation
const spriteIndex = tile.data.get("meshTile");
const rotation = tile.data.get("rotation");
tileindex++;
// no sprite data, move on to next tile
if (!spriteIndex) continue;
// if there is tile data, grab appropriate sprite, and rotate it
let sprite = tileSS.getSprite(spriteIndex, 0);
let spritecopy = sprite.clone(); // <------ if you don't create a copy of the sprite, you'll end up rotating ALL of them in the Tilemap
spritecopy.rotation = rotation;
tile.addGraphic(spritecopy); // draw the graphic
}
};
ts
const redrawMeshTileMap = () => {
let tileindex = 0;
for (const tile of meshMap.tiles) {
// clear current tile graphics
tile.clearGraphics();
//grab sprite index and rotation
const spriteIndex = tile.data.get("meshTile");
const rotation = tile.data.get("rotation");
tileindex++;
// no sprite data, move on to next tile
if (!spriteIndex) continue;
// if there is tile data, grab appropriate sprite, and rotate it
let sprite = tileSS.getSprite(spriteIndex, 0);
let spritecopy = sprite.clone(); // <------ if you don't create a copy of the sprite, you'll end up rotating ALL of them in the Tilemap
spritecopy.rotation = rotation;
tile.addGraphic(spritecopy); // draw the graphic
}
};

The final thing left to do is simply managing the 'drawing' of the graphics to each tile location. We do this by looping through the mesh tiles, and if there is data present, redraw it to the tile.

The Demo

I place a small and quick demo application out on Itch.io. This demo can give you the sense of how smoothly this works, it is almost magical!

Link to demo: Link

Link to Source: link

Why Excalibur

ExcaliburJS

Small Plug...

ExcaliburJS is a friendly, TypeScript 2D game engine that can produce games for the web. It is free and open source (FOSS), well documented, and has a growing, healthy community of gamedevs working with it and supporting each other. There is a great discord channel for it JOIN HERE, for questions and inquiries. Check it out!!!

Summary

Autotiling is one of those problems that looks simple but can quickly balloon into complexity — traditional methods often demand dozens of tiles and intricate bitmask rules.

By splitting responsibilities between two Tilemaps, we drastically simplify the workflow:

  • World map handles logic with just 2 states (soil, grass) and a base tile graphic.
  • Graphics map overlays visuals with only 5 tiles.
  • Total: 5 tiles instead of 47+.

The dual Tilemap method keeps your code clean, your art requirements minimal, and your system flexible for new biomes or mechanics.

If you want to dig into the details, check out the demo on Itch.io and the source on GitHub.
It’s a simple idea that pays off big when your worlds start to grow.

For more information

This information was learned via a few YouTube videos, which I recommend if you want to dive deeper.