I have talked with Harrison, the current status is1. all features are supported, including animation, vertex z2. static tile map performance is better than old one, we will add performance later3. using vertex z and all tile map in screen, performance is not as good as old oneSo i think we can merge all the features and improving performance in next week.Best RegardsMinggo
On Jun 27, 2014, at 10:10 AM, Ricardo Quesada <ricardo...@gmail.com> wrote:If not, we should focus on the most important feature: Fast.In the future it must replace ALL the functionality provided by the current TMX.Can we do that for v3.2 ? Can we support animations ?
On 26 June 2014 19:01, huabing.xu <huabi...@cocos2d-x.org> wrote:
I used to thought our fastTMX should be an improvement and a replacement of the old version.Standing on the developer's point of view, if we support static tileMap only, users need to deal with two types of TileMap.What is the final goal of fast_tmx?Is it replacing the old tmx or only implementing some features of the tilemap?Best RegardsHarrison XuOriginal MessageSender: Ricardo Quesada<ricardo...@gmail.com>Recipient: huabing.xu<huabi...@cocos2d-x.org>Cc: NiTe Luo<dark...@gmail.com>; Dawid Drozd<drozdda...@gmail.com>; cocos2d-js-devel<cocos2d-...@googlegroups.com>Date: Friday, Jun 27, 2014 09:48Subject: Re: [cocos2d-js-devel] New version of Tile MapAnd if the performance is not much faster than the previous code, then we shouldn't add it.The new one is for users who just want to render an static tile map. For those users, the new code will be much faster.So, users who want to add new tiles, or animate them, they should use the old one.Do we need to support "vertex z" ?We are going to keep supporting the old TMX code for a while since it has more functionality that the current one.
On 25 June 2014 19:58, huabing.xu <huabi...@cocos2d-x.org> wrote:
BTW,for every test case of the old tilemap, there is a new corresponding test case in this PR.ENTRY:’test cpp’->’Node: FastTileMap'
Best RegardsHarrison XuOriginal MessageSender: huabing.xu<huabi...@cocos2d-x.org>Recipient: NiTe Luo<dark...@gmail.com>; Dawid Drozd<drozdda...@gmail.com>Cc: Ricardo Quesada<ricardo...@gmail.com>; cocos2d-js-devel<cocos2d-...@googlegroups.com>Date: Thursday, Jun 26, 2014 10:35Subject: Re: [cocos2d-js-devel] New version of Tile MapHi1. The work is based on the old PR by Bo Yu, except using a new rendering work flow to support both ‘Local Z order’ and ‘Vertex Z’ in tile map2. The performance is not very good now. I have been working on improvement and testing of the fast tile map.Best RegardsHarrison XuOriginal MessageSender: Dawid Drozd<drozdda...@gmail.com>Recipient: NiTe Luo<dark...@gmail.com>Cc: Ricardo Quesada<ricardo...@gmail.com>; huabing.xu<huabi...@cocos2d-x.org>; cocos2d-js-devel<cocos2d-...@googlegroups.com>Date: Thursday, Jun 26, 2014 08:06Subject: Re: [cocos2d-js-devel] New version of Tile Mapyeah it would be nice to see performance test :)2014-06-26 0:16 GMT+02:00 NiTe Luo <dark...@gmail.com>:
Hi Harrison:Can you do some performance test against the old tilemap, especially the one with static VBO (cache map data on VBO instead of send it every frame)I want to see at what point(map size) the culling can out perform static VBO-NiteOn Jun 25, 2014, at 7:48 AM, Ricardo Quesada <ricardo...@gmail.com> wrote:Thanks. How different is this feature from the one the Bo Yu implemented a few weeks ago?On 25 June 2014 03:08, huabing.xu <huabi...@cocos2d-x.org> wrote:
Hi,
I am now working on new version of Tile Map. An new feature named
culling
is added compared to old version of tileMap. Which meanstiles
is not rendered if it is at the out of the screen.My link is: https://github.com/cocos2d/cocos2d-x/pull/7211
Now the main feature is completed.
if you have any suggestions and comments, please let me know.
Thanks.
Best RegardsHarrison Xu--
You received this message because you are subscribed to the Google Groups "cocos2d JS development" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cocos2d-js-dev...@googlegroups.com.
To post to this group, send email to cocos2d-...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to the Google Groups "cocos2d JS development" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cocos2d-js-dev...@googlegroups.com.
To post to this group, send email to cocos2d-...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to the Google Groups "cocos2d JS development" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cocos2d-js-dev...@googlegroups.com.
To post to this group, send email to cocos2d-...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
Pozdrawiam
Dawid Drozd.--
You received this message because you are subscribed to the Google Groups "cocos2d JS development" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cocos2d-js-dev...@googlegroups.com.
To post to this group, send email to cocos2d-...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to the Google Groups "cocos2d JS development" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cocos2d-js-dev...@googlegroups.com.
To post to this group, send email to cocos2d-...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to the Google Groups "cocos2d JS development" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cocos2d-js-dev...@googlegroups.com.
To post to this group, send email to cocos2d-...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to the Google Groups "cocos2d JS development" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cocos2d-js-dev...@googlegroups.com.
To post to this group, send email to cocos2d-...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
Hi, Riq
In fact now all the test works except Hex tilemap.
I will try to fix it this week.
Hi, Riq
I have implemented the hex tile map.
The problems are
1. both the original one and the new version support rendering, the new version supports culling. Other features are not supported.
2. the original one shows hex tile map with segmented function to compute tiles position by tile coordinate.
However, in order to support culling, the new version using a unified function to compute tile position, which is not backward compatible.
3. Tiled editor does not support hex tile map.
Here is the pr link
https://github.com/cocos2d/cocos2d-x/pull/7299
So given the current status, Minggo and I discussed about this, and it seems the backward incompatibility is not a serious problem. What is your opinion about this?
Thanks