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mikewesthad

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Everything posted by mikewesthad

  1. Have you checked out this example from v3 labs? It shows how to use Tiled + Impact together. Impact's collision map doesn't really care about tiles - only different kinds of slopes. The collision map is just a 2D array filled with IDs that say which slope is at each grid location in the world. I attached a visualization of the default slope definitions, which corresponds to these defs in v3 code. CollisionMap#tiledef is set to those defs by default. setCollisionMapFromTilemapLayer reads the tiles in a layer and creates an appropriate CollisionMap from them. You have a couple options for specifying the mapping from Tile -> Slope ID. That labs examples walks through them.
  2. @pixelburp - exciting! Great to see more navmesh stuff happening in Phaser! Looks like a great way to make navmeshes more accessible for people to test out. In case it's helpful, I have an old branch off of phaser-navmesh where I used libtess to automate the process of decomposing a tilemap into polygons. The results with triangulation were a bit rough, though maybe using libtess in quad mode might return better results. I ended up abandoning that because manually generating the navmesh allowed me to get closer to an optimal decomposition in my projects (better performance & avoiding skinny polygons). Feel free to ping me if you want me to share that code.
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