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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 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля Godot Engine
Godot Engine2 лет назад

Tools for everyone!

Фото профиля Rioni ^^
Rioni ^^2 лет назад

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

Фото профиля Nick Reineke
Nick Reineke2 лет назад

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

Фото профиля kim kulling
kim kulling2 лет назад

Looks nice and really handy!

Фото профиля That Robotnik Guy
That Robotnik Guy2 лет назад

@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.

Фото профиля Tomasz Chabora
Tomasz Chabora2 лет назад

@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.

Фото профиля Harry Amoros
Harry Amoros2 лет назад

This is actially pretty awesome!

Фото профиля HoiXia
HoiXia2 лет назад

👍

Фото профиля Securas
Securas2 лет назад

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?

Фото профиля Tomasz Chabora
Tomasz Chabora2 лет назад

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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