回复: Re: [cocos2d-js-devel] New version of Tile Map

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xiaoming.zhang

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Jun 27, 2014, 7:12:49 PM6/27/14
to Ricardo Quesada, huabing.xu, NiTe Luo, Dawid Drozd, cocos2d-js-devel
We have not tested it. We will try it. Another thing is that, i told Harrison to remove deprecsted finctions in new class. I think new class do not need to have deprecated functions. Another good news is that, the performance was improved.

-------- 原始邮件 --------
发件人: Ricardo Quesada
日期:28-06-2014 AM12:27 (GMT+08:00)
收件人: Xiaoming Zhang
抄送: "huabing.xu" ,NiTe Luo ,Dawid Drozd ,cocos2d-js-devel
主题: Re: [cocos2d-js-devel] New version of Tile Map

Sounds.
So, if we have exactly the same features as in the old TMX, then the old Test Case should work with any change, correct ? Could you verify that ?
Thanks.


On 26 June 2014 19:23, Xiaoming Zhang <xiaomin...@cocos2d-x.org> wrote:
I have talked with Harrison, the current status is
1. all features are supported, including animation, vertex z
2. static tile map performance is better than old one, we will add performance later
3. using vertex z and all tile map in screen, performance is not as good as old one

So i think we can merge all the features and improving performance in next week.


Best Regards
Minggo




On Jun 27, 2014, at 10:10 AM, Ricardo Quesada <ricardo...@gmail.com> wrote:

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 ?

If not, we should focus on the most important feature: Fast.




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 Regards
Harrison Xu

 Original Message 
Sender: 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 09:48
Subject: Re: [cocos2d-js-devel] New version of Tile Map

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.
So, users who want to add new tiles, or animate them, they should use the old one.

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.
And if the performance is not much faster than the previous code, then we shouldn't add it.



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 Regards
Harrison Xu

 Original Message 
Sender: 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 10:35
Subject: Re: [cocos2d-js-devel] New version of Tile Map

Hi

1. 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 map

2. The performance is not very good now. I have been working on improvement and testing of the fast tile map.

Best Regards
Harrison Xu

 Original Message 
Sender: Dawid Drozd<drozdda...@gmail.com>
Recipient: NiTe Luo<dark...@gmail.com>
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Date: Thursday, Jun 26, 2014 08:06
Subject: Re: [cocos2d-js-devel] New version of Tile Map

yeah 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

-Nite

On 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 means tiles 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 Regards
Harrison Xu

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Pozdrawiam
Dawid Drozd.

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huabing.xu

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Jun 29, 2014, 11:19:52 PM6/29/14
to Ricardo Quesada, xiaoming.zhang, NiTe Luo, Dawid Drozd, cocos2d-js-devel

Hi, Riq

In fact now all the test works except Hex tilemap.

I will try to fix it this week.


Best Regards
Harrison Xu

 Original Message 
Sender: xiaoming.zhang<xiaomin...@cocos2d-x.org>
Recipient: Ricardo Quesada<ricardo...@gmail.com>
Cc: huabing.xu<huabi...@cocos2d-x.org>; NiTe Luo<dark...@gmail.com>; Dawid Drozd<drozdda...@gmail.com>; cocos2d-js-devel<cocos2d-...@googlegroups.com>
Date: Saturday, Jun 28, 2014 07:12
Subject: 回复: Re: [cocos2d-js-devel] New version of Tile Map

Ricardo Quesada

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Jul 2, 2014, 12:52:02 PM7/2/14
to huabing.xu, xiaoming.zhang, NiTe Luo, Dawid Drozd, cocos2d-js-devel
Great news. well done!

huabing.xu

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Jul 2, 2014, 11:47:55 PM7/2/14
to Ricardo Quesada, xiaoming.zhang, NiTe Luo, Dawid Drozd, cocos2d-js-devel

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


Best Regards
Harrison Xu

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Cc: xiaoming.zhang<xiaomin...@cocos2d-x.org>; NiTe Luo<dark...@gmail.com>; Dawid Drozd<drozdda...@gmail.com>; cocos2d-js-devel<cocos2d-...@googlegroups.com>
Date: Thursday, Jul 3, 2014 00:52
Subject: Re: 回复: Re: [cocos2d-js-devel] New version of Tile Map

Ricardo Quesada

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Jul 2, 2014, 11:54:28 PM7/2/14
to huabing.xu, xiaoming.zhang, NiTe Luo, Dawid Drozd, cocos2d-js-devel
thanks. great work!

I'm not worried about Hex support since it is no longer supported by Tiled. In fact, I think last version that supports Hex is from 3 years ago. So, Hex is not a big deal.

well done!

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