Рет қаралды 6,817
In this video, I took the next step in my game development for the Agon Light by building a tilemap system and integrating it with the existing physics engine from the previous video. The tilemap, a classic way to structure game levels, includes solid tiles that interact with game sprites. While detecting collisions with tiles is usually straightforward, incorporating a physics engine made things more complex.
I decided to let the sprite system handle everything-deciding when to call the physics code or resolve collisions with the tilemap. After a few false starts and bugs, I managed to get everything working smoothly. To speed up the process, I used Tiled for map creation and wrote custom Python code to convert its output into a format my game engine could use.
Testing on hardware revealed some critical bugs and performance issues, which I tackled by implementing dirty rectangle optimization. In the end, I had a functional, efficient sprite system with physics and tilemap integration, setting the foundation for designing and building the actual game. There's still plenty of work ahead, but the core of the engine is now in place.
Find me Online
==============
ncot.uk
Support The Channel!
====================
Thanks a lot for watching this video! If you're not a subscriber, consider becoming one!
If you want to support what I do, consider the links below.
paypal.me/NCOT...
ko-fi.com/ncot...
liberapay.com/...
patreon.com/ncot_tech
Hashtag Soup
============
#programming #agonlight #cprogramming #retrocomputer #linux #gamedev #c