Tile map collision
Nobody has claimed this yet.
- Dominant language
- C#
- Stars
- 7.8k
- Forks
- 1.2k
- Avg merge
- 2d 17h
- Merged PRs (30d)
- 49
Description
Xenko is a great engine for 3D level development but it's not too good for 2D level development because it doesn't have a tile map system, and when I tried to use a different software for making tile maps and import them to xenko I still face a another problem and it's collision problem, I tried adding box collisions on top of the tile maps but it took a long time and energy and didn't fit 100% everywhere.
I just think that xenko should have a tool for making collisions for tile maps at least that way 2D development in xenko would be so much better and faster.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No files, tests, or entry points are named. Start by locating Stride's 2D, tile-map import, and collision systems, then determine how a collision-authoring tool would fit them. Done means providing a usable way to generate tile-map collisions that reduces manual box placement and fits tile boundaries.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100