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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 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von Godot Engine
Godot Enginevor 2 Jahren

Tools for everyone!

Profilbild von Rioni ^^
Rioni ^^vor 2 Jahren

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

Profilbild von Nick Reineke
Nick Reinekevor 2 Jahren

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

Profilbild von kim kulling
kim kullingvor 2 Jahren

Looks nice and really handy!

Profilbild von That Robotnik Guy
That Robotnik Guyvor 2 Jahren

@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.

Profilbild von Tomasz Chabora
Tomasz Chaboravor 2 Jahren

@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.

Profilbild von Harry Amoros
Harry Amorosvor 2 Jahren

This is actially pretty awesome!

Profilbild von HoiXia
HoiXiavor 2 Jahren

👍

Profilbild von Securas
Securasvor 2 Jahren

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?

Profilbild von Tomasz Chabora
Tomasz Chaboravor 2 Jahren

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.

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