tilegraph
tilegraph is Eldiron's procedural tile graph crate for generating retro tiles and multi-tile groups for walls, floors, materials, and effects.
It contains:
- the human-readable
.tilegraphdocument format - parsing and conversion into the runtime graph format
- the graph runtime and renderer
- support for multi-tile grouped output
- particle and light-oriented graph workflows used by Eldiron

What It Is
tilegraph is built around a height-first workflow for procedural retro tile generation.
Typical flow:
- layout nodes generate structural fields such as
Height,Center, andCell Id - shaping nodes sculpt the field
- color nodes map the result to palette colors
- output writes color, height, material, particle, and light data
The resulting graph can generate:
- a single tile
- a grouped output such as
2x2or3x3 - height-driven material sheets
- particle- and light-related output used by Eldiron's editor/runtime workflows
Format
The portable graph format is TOML-based and intended to stay readable and diffable.
[]
= 0.349
= 11
[]
= "colorize4.main:field"
= "subtract.main:field"
Library Use
use ;
let source = read_to_string?;
let doc = from_toml_str?;
let exchange = doc.to_exchange?;
let renderer = new;
let rendered = renderer.render_graph;
assert!;
# Ok::
CLI
The package also contains a CLI binary:
This renders the graph to color/material output sheets and per-tile images.
Scope
tilegraph is designed first for Eldiron's procedural tile workflow, but the format is intentionally plain and portable enough to stay useful outside the editor as well.