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Remove editor specific code in favor of including them as basic examples. #84
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I'm in favor of this: I think it's much clearer and more obviously extensible. Your arguments for keeping the scope of |
I support that too. Keeping the scope small is a good idea. Also, this would open up the possibility of making a crate for tiled or ldtk that supports other features of those libraries and simply use bevy_ecs_tilemap as a kind of rendering target. |
Hi! Sorry, I'm pretty new to the game development paradigm, so excuse my ignorance. With regards to collisions, would having layers be a thing (ground as a layer, then another layer), then you could use something like rapier/heron for hooking into entities on a layer that need this? From my research into Unity, their tilemaps can have colliders on them, which I guess would be a "layer"? |
Yep, the general pattern to follow here will be to give the tiles that you want to collide with some sort of |
I've had a lot of people ask me very similar questions along the lines of:
I don't mind answering those questions, but I don't think bevy_ecs_tilemap should support things like:
Which makes me think that the ldtk/tiled features should be removed in favor of using clearly defined examples.
Why examples?
bevy_ecs_tilemap
.bevy_ecs_tilemap
into a collision library. I would like to avoid that at all costs.I want to reach out to the community first before I go ahead and make this change. Anyone who wants to voice any concerns/comments feel free!
Reference issues:
#82
#80
#21
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