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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 views • 2 years ago •via X (Twitter)

10 Comments

Godot Engine's profile picture
Godot Engine2 years ago

Tools for everyone!

Rioni ^^'s profile picture
Rioni ^^2 years ago

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

Nick Reineke's profile picture
Nick Reineke2 years ago

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

kim kulling's profile picture
kim kulling2 years ago

Looks nice and really handy!

That Robotnik Guy's profile picture
That Robotnik Guy2 years ago

@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's profile picture
Tomasz Chabora2 years ago

@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's profile picture
Harry Amoros2 years ago

This is actially pretty awesome!

HoiXia's profile picture
HoiXia2 years ago

👍

Securas's profile picture
Securas2 years ago

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's profile picture
Tomasz Chabora2 years ago

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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