

Variations include level data using "material tiles" that are procedurally transformed into the final tile graphics, and groupings of tiles as larger-scale "supertiles" or "chunks," allowing large tiled worlds to be constructed under heavy memory constraints. Examples of tile-based game engine/ IDEs include RPG Maker, Game Maker, Construct, and Godot. This approach allows for simple, visual map data, letting level designers create entire worlds with a tile reference sheet and perhaps a text editor, a paint program, or a simple level editor (many older games included the editor in the game). They also store metadata about the tiles, such as collision, damage, and entities, either with a 2-dimensional array mapping the tiles, or a second texture atlas mirroring the visual one but coding metadata by colour. Tile-based video games usually use a texture atlas for performance reasons. Tiles allow developers to build with a set of reusable components instead of drawing everything individually. Ultima III and Civilization draw the tiles via software, while the maze in the original arcade version of Pac-Man is made of tiles displayed by the game's graphics hardware. For example, Pac-Man is an action game, Ultima III is a role-playing video game and Civilization is a turn-based strategy game, but all three render the world as tiles. The term refers to the technology that the hardware or game engine uses for its visual representation. Tile-based games are not a distinct video game genre.
