It's not something that pyglet should implement, as it's more of an
engine thing. cocos2d, built on top of pyglet, has a tiled map system
with culling (and scrolling and zooming and picking) built in. It also
has a bunch of other stuff that might be useful.
Richard
No, and I never asserted it did: "tiled" vs. "Tiled" ... I can see why
I caused confusion :-)
> Also, cocos2d's documentation for tile maps is poor. The API document
> is the only documentation that describes cocos2d's tile map support at
> all. The pages in its programming guide on tile maps are stubs.
Yep, could definitely use improvement. There's some examples using it
in the codebase and out in the wild, and there's a couple of editors
too (one in the codebase, one more feature-full elsewhere).
Richard
Hi
Some time ago I wrote a loader for *.tmx files, maybe it is useful:
https://code.google.com/p/pytmxloader/
The included pyglet demo runs very slow (I guess due the huge number of
groups, each line it one), but I don't know how to implement it faster
and getting a correct rendering (the draw order of the tiles and layers
is important). Maybe some one could help out to write a better demo.
~DR0ID
Whenever the visible set changes, yes.
Richard
It retains sprites that are still on-screen. The batch is the same throughout.
Richard