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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 görüntüleme • 2 yıl önce •via X (Twitter)

10 Yorum

Godot Engine profil fotoğrafı
Godot Engine2 yıl önce

Tools for everyone!

Rioni ^^ profil fotoğrafı
Rioni ^^2 yıl önce

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

Nick Reineke profil fotoğrafı
Nick Reineke2 yıl önce

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

kim kulling profil fotoğrafı
kim kulling2 yıl önce

Looks nice and really handy!

That Robotnik Guy profil fotoğrafı
That Robotnik Guy2 yıl önce

@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 profil fotoğrafı
Tomasz Chabora2 yıl önce

@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 profil fotoğrafı
Harry Amoros2 yıl önce

This is actially pretty awesome!

HoiXia profil fotoğrafı
HoiXia2 yıl önce

👍

Securas profil fotoğrafı
Securas2 yıl önce

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 profil fotoğrafı
Tomasz Chabora2 yıl önce

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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