GPU Tilemap

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@ Godot Asset Library

This an alternative to the built in tilemap node for games that don’t need all of it’s features or need better performance when drawing a lot of tiles, the tilemap is rendered with a shader and performance depends on the resolution and the GPU, so the amount of tiles on the screen doesn’t affect performance.

Submitted by user FabianLC;
MIT;
2020-01-14

Free!

SKU: GDAL461 Categories: , , ,

This an alternative to the built in tilemap node for games that don’t need all of it’s features or need better performance when drawing a lot of tiles, the tilemap is rendered with a shader and performance depends on the resolution and the GPU, so the amount of tiles on the screen doesn’t affect performance.
How to use: https://github.com/MightyPrinny/godot-gputilemap/wiki

Features:
-The editor supports basic things such as undo/redo, paint, erase and has a rectangle selection tool, brushes are made selecting things on the tileset view or from the selection on the map.
-Node instance generation via custom scripts.
-Autotiling
-Flip tiles vertically and horizontally
-Import maps from Tiled exported as json with csv tile data, the importer will ask you about which layer you want to import and what tileset you want to use.
-Save and load brushes from files
Save and load maps from files

Notes:
-Maps are stored as ImageTexture, if you are targeting mobile and low end devices don’t use maps larger than 1024×1024 tiles( 2048×2048 should be fine but I’m not sure if that’s good for low end mobile phones).
-Tilesets can have a maximum size of 256×256 tiles.
-Unfolding the image property of the ImageTexture that stores the map crashes the editor, this is a Godot editor bug.
-Only one tileset can be used on a single GPUTilemap node, this is because shaders don’t support sampler2d array uniforms on GLES2.

Specification: GPU Tilemap

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