Comments (14)
A'll check it.
Original comment by [email protected]
on 19 Aug 2010 at 7:08
- Changed state: Accepted
from angle.
Original comment by [email protected]
on 19 Aug 2010 at 7:12
- Added labels: Type-Enhancement
- Removed labels: Type-Defect
from angle.
I'll be available for any questions. I can also help if there are any specific
things in your engine that would be nice to support on Tiled maps. Note that
there is a branch in the Tiled Qt git repository that adds a small
libtiled-java which is meant to be suitable for use by Java engines/games
wanting to use Tiled maps (it's stripped out of the old Java version of Tiled,
but so far untested).
I'm the author of Tiled btw, and the more engines support its map format the
better of course. :-)
Original comment by b.lindeijer
on 19 Aug 2010 at 8:10
from angle.
To Bjørn Lindeijer.
I hope you read this comment. I didn't find any way to contact you.
I'm adding support for Angle to load Tiled maps.
Original comment by [email protected]
on 20 Sep 2010 at 2:29
from angle.
Nice! Btw, I've starred this issue so any comments you put here will be read by
me. :-)
Original comment by b.lindeijer
on 20 Sep 2010 at 8:57
from angle.
Hello again Thorbjørn.
Finally I decided to finish ANGLE 2.0 and I'm glad to say you Angle2 will have
TMX tilemaps included by default. I hope I can finish a little demo this week.
Angle2 is even faster than Angle.
Due to speed optimization, it's really important the way you build the render
trees. You can build them as you want but following some basic rules (I'll
prepare a tutorial as soon as possible). You can acquire 60fps with a lot of
graphics in older devices like my Hero. With this, you can achieve 60fps in
modern devices using more graphics than your eyes can handle (in 2D btw)
You can see the progress in ANGLE2 branch.
Original comment by [email protected]
on 6 Jun 2011 at 4:12
from angle.
Cool, and thanks for the update!
Unfortunately I don't have an Android device myself, but I'm looking forward to
add a link to ANGLE 2 from the Tiled wiki once it is out. :)
Original comment by b.lindeijer
on 6 Jun 2011 at 4:31
from angle.
The head revision of Angle2 branch now support TileMaps loadables from TMX
files.
These TileMaps can be scaled for zoom purposes (do not confuse with Angle2
global scaling for resolution independence). Also support per layer tint/alpha
and positioning.
61fps in my Hero with 1 layer.
Original comment by [email protected]
on 9 Jun 2011 at 9:18
from angle.
Sounds good! Note that in Tiled 0.7 I will add support for flipping tiles as
demonstrated in http://www.youtube.com/watch?v=FqMXI_yWMBs&hd=1
Maybe you want to support that in Angle 2 as well. I'm using the high bits of
the global tile IDs to store the flipped state. Here's the code storing the
information in the gid:
https://github.com/bjorn/tiled/blob/master/src/libtiled/gidmapper.cpp
Original comment by b.lindeijer
on 12 Jun 2011 at 12:09
from angle.
Already included the flipping support.
TMX maps limitations in Angle2:
.-Don't use GID>0x7FFF.
.-Don't use more than 1 tileset per layer.
.-Map and layers width and height must be the same.
.-<tile> within <layer> not supported.
.-Only Base64 with GZip supported.
.-Transparent colour on tilesets. Use 32bit PNGs instead.
All other features are completely supported. These limitations are due to
performance.
Other extra features added are:
.-Full zoom support
.-Per pixel clipping
Performance on my hero at 3/4 of screen using clipping and zoom
sewers (2 layers) without opacity support 61fps
sewers (2 layers) with opacity support 52fps
In full screen using clipping and zoom
sewers (2 layers) without opacity support 35fps
sewers (2 layers) with opacity support 33fps
Fresh news soon...
Original comment by [email protected]
on 13 Jun 2011 at 10:52
from angle.
Most of those limitations sound reasonable. The one with only allowing one
tileset per layer is shared with cocos2d-iphone and Moai SDK. I should consider
supporting this restriction as a feature in Tiled.
The default compression used by Tiled is zlib since version 0.6. I hope you
support that too in addition to gzip?
Original comment by b.lindeijer
on 13 Jun 2011 at 11:50
from angle.
One tileset per layer is due performance issues. The compression type is no
problem. I didn't do it before only for laziness. It will be in the next
revision, surely today.
The transparent colour limitation is not a limitation on whether.Is only a way
of working. You can use a 32bit PNGs for tilesets.
The GIDs limited to 0x7FFFF is only for memory but I think you don't need more
tiles per tilemap in a mobile device.
Original comment by [email protected]
on 14 Jun 2011 at 9:27
from angle.
I know it is much faster to render a layer when you know that the same texture
is used throughout, hence I will consider adding this restriction to Tiled as a
feature. Probably Tiled 0.8 material though.
Original comment by b.lindeijer
on 14 Jun 2011 at 9:32
from angle.
Has this been implemented? I see an AngleTileBank and AngleTileMap class in the
source. I'm not sure how to use a tmx file in the map, since there's no
argument for that. Can you post instruction on how to use?
Original comment by [email protected]
on 19 May 2012 at 4:58
from angle.
Related Issues (20)
- do not use hardware acceleration HOT 7
- The dimensions of the images to use need to be power of 2... HOT 1
- Exiting demo causes java.lang.IllegalArgumentException HOT 8
- AngleSurfaceView setBackgroundResource background appears on top of other objects HOT 2
- sprite.setFrame problem HOT 4
- hidden size requirement for images HOT 1
- Contact HOT 2
- Contact
- Different display density devices
- Contact
- RenderThread exception on back pressed HOT 4
- Demo program always crashes on Galaxy S2 HOT 1
- ndk-build error with android-ndk-r8d
- AngleScript.test not working
- Bigginner HOT 4
- AngleRotatingSprite redraw error HOT 1
- Application cannot run in some devices - Galaxy S4, Note 3 and more
- How to start working with angle engine
- ANGLE should use android.os.SystemClock.uptimeMillis() instead of System.currentTimeMillis() HOT 1
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from angle.