正在加载视频...

视频加载失败

Another #GodotEngine tool I created for my game. It merges TileMap tile colliders into big polygons, fixing problems with seams and performance on big maps. Merging polygons is surprisingly fast (this map has 13k tiles), but I cache them in scene file to make loading faster.

23,552 次观看 • 2 年前 •via X (Twitter)

10 条评论

Godot Engine 的头像
Godot Engine2 年前

Tools for everyone!

Rioni ^^ 的头像
Rioni ^^2 年前

Oh I thought this was the default behaviour! This looks really promising 👌 I hope they make it core

Nick Reineke 的头像
Nick Reineke2 年前

Nice! I'm not even a gamedev and I can see this seems great.

kim kulling 的头像
kim kulling2 年前

Looks nice and really handy!

That Robotnik Guy 的头像
That Robotnik Guy2 年前

@pigdev Honestly I wish tilesets had an "auto-collision" option that you could set to automatically set collision for all non-transparent pixels as solid. I hate how Godot handles setting collision on tile sets... It's so messy and weird.

Tomasz Chabora 的头像
Tomasz Chabora2 年前

@pigdev You rarely want the tile colliders to be pixel-perfect. Due to how physics work, they would be very unoptimized. I have hundreds of tiles and most are square. Since you can just paint them over the tileset, it's very easy to setup.

Harry Amoros 的头像
Harry Amoros2 年前

This is actially pretty awesome!

HoiXia 的头像
HoiXia2 年前

👍

Securas 的头像
Securas2 年前

It seems nice but why would you have collisions on the inside tiles? I only use collisions on edge tiles… no need to burden the engine with collisions that can never occur. Or am I missing something?

Tomasz Chabora 的头像
Tomasz Chabora2 年前

I tried removing center colliders as a workaround, but I have some teleporting enemies and they were teleporting inside walls, because they weren't solid inside. Also some enemies can jump through thin ceilings and they had problems too.

相关视频