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Frustum culling for tilemaps #6938

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Tracked by #6934
britzl opened this issue Sep 2, 2022 · 1 comment · May be fixed by #8935
Open
Tracked by #6934

Frustum culling for tilemaps #6938

britzl opened this issue Sep 2, 2022 · 1 comment · May be fixed by #8935
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engine Issues related to the Defold engine feature request A suggestion for a new feature render tilemap Issues related to tilemaps

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@britzl
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britzl commented Sep 2, 2022

Add frustum culling for tilemaps (see #6445 as a starting point)

@britzl britzl added feature request A suggestion for a new feature engine Issues related to the Defold engine tilemap Issues related to tilemaps render labels Sep 2, 2022
@britzl britzl mentioned this issue Sep 2, 2022
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@Awasaky
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Awasaky commented Dec 27, 2023

Hello. My upvote to this feature. This will help very much to create games like puzzle-platformers, because a lot of off-drawing tiles still make game slow. Games like metroidvania and typical console platformers 8-16 bit era have an engine-based features to optimise offscreeen tiles. When gamedeveloper use tilemaps he looks to them as level-basement. But if tilemap of full level is big, then developer need to add additional code to show only tiles onscreen. As well now he can't use full level in development studio as is. This make development process of tile-based games harder than single screen based.

@ekharkunov ekharkunov self-assigned this May 14, 2024
@ekharkunov ekharkunov linked a pull request May 15, 2024 that will close this issue
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Labels
engine Issues related to the Defold engine feature request A suggestion for a new feature render tilemap Issues related to tilemaps
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