[quote=“Ice-o-metric, post:67, topic:5772”][size=8pt]Ice-o-metric presents… ‘Advanced Edge-finding requirements for Psuedo-Isometrism!’
Or…[/size] [size=14pt]‘Oops, missed a spot!’[/size]
Click here to reveal a short story example
[spoiler]A Player character, lets call her Goggles McBoggle, is setting up a new safehaven. She finds a room in a house she likes, in an area she’s mostly cleared… The walls are just drywall, but it has a proper bed with bookcases, there are two doors she can leave through to the west and the east, and only one window she can be spotted through, to the north.

She unpacks. Sets up a shotgun trap by the north window just in case and goes to sleep. What she meant to do and forgot was close the blinds on the window. During the night, a tough zombie to the north sees her, and smashes it’s way in through the window. It slices itself up coming through the broken window, and is then splattered all over the wall when it steps on the shotgun trap.
The shotgun traps has had it’s duel purpose, taking out the intruder and waking up Goggles. She sighs, dismantles one of the bookcases and barracades the window. What she doesn’t realise, is that the noise has brought attention from the South… Drawn by the noise, and not caring that there isn’t a door or window to politely enter from… is a Zombie Hulk.
There is one ominous thump from the south, before The Zombie Hulk tears a zombie hulk shaped hole through the wall as if it were made of paper. What follows is truly an epic battle… we know it is epic because it features many narrow dodges, a close combat between an unarmed individual and a swordsman, shooting enemies in the face with a flaregun, and of course, most telling of all… a small mountain of cocaine.
The Zombie Hulk dies, and surprisingly, the safehouse does not burn down to the ground… Not even out of sheer awesomeness… Not even so it can explode while Goggles slowly walks away from it… Reality can be stubbornly depressing like that.
With the adrenaline wearing off, and the light headedness from the cocaine winding down as well, Goggles looks arround, and realises that no-one else appears to be challenging her for the safehouse. Grateful to be allive, she butchers both zombies, then dismantles the last of the bookcases and builds a wooden wall to replace the shattered drywall

Given the details of the story, and the tile-based nature of Cataclysm:DDA… What is wrong with the above picture?
[/spoiler]
OR, click here for the technical details
[spoiler]
The player repairs a single destroyed tile in a regular wall.

Like the picture? Nice isn’t it. But there’s a discrepancy… Look closely at the breakdown below

There should be a single repaired tile… but to maintain the Isometrism, the damage appears to be spread over TWO tiles!
This is advanced Edge-finding. The system renders the drywall to the left, goes one more right to render the wooden wall, realises the material has changed since last time. It remembers it last did a drywall and is now doing a wood wall, so it displays a Drywall-to-Wood transition tile. It then moves to the left again and finds a drywall tile again, having just done a wood tile it displays a Wood-to-drywall transition tile (which you’ll note, is different to the previous one) before continuing to more drywall, which being the same material, requires no special treatment.
This feature will be required to not make the isometrism look ridiculous… It will be needed to transition between material changes (Buildings that have some glass walls and some concrete) not to mention every time we render a window or a door now, since they don’t take up a whole tile, and need to know what material they are set in.[/spoiler]
I hope, that despite this practically being a lecture… i managed to make it interesting to read. :-)[/quote]
That was really fun and interesting to read, but i am not quite sure how could you make it. 2 tiles are important here, so… Devs, come help this guy!