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My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. tiles editor series: (you are here) Tiles editor progress report #1. Tiles editor progress report #2. Tiles editor progress report #3. Tiles editor progress report #4. Tiles editor progress report #5.
Physics: Add one-way collision to tile-set/tile-map. Core: Use libsquish to decompress DXT textures. Physics: Fix one-way-collision detection. TileMap: Fix infinite loop when trying to bucket-delete empty tiles. Debugging: Many improvements to the editor's debugger and display of complex types. version.
Auto-tiling in tile maps. makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. Godot will pick the right compression for textures when importing for mobile, and supply them over the network.
Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes. You can probably build half a game with tiles alone! With that done, it was time to improve the user side of things.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I can easily throw ~200 sprites (that all share the same spritesheet) on the screen with basic overlap / collision tests at 720p resolution at a steady 30 FPS. and no WASM.)
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