Now that most of the engine has been smoothed out and redesigned, we must turn to the main purpose: Tiles.
Tiles:
1) A free floating entity or part of a tilebody entity
2) contains some arbitrary data for end-user's game (e.g. health, callbacks. etc.)
3) Occupies at least 1 or more units
Tilebodies:
1) A grid of tiles that can be as assigned fixtures to a b2Body
2) Divided into chunks
3) Works directly with Rigidbody components
Now that most of the engine has been smoothed out and redesigned, we must turn to the main purpose: Tiles.
Tiles: 1) A free floating entity or part of a tilebody entity 2) contains some arbitrary data for end-user's game (e.g. health, callbacks. etc.) 3) Occupies at least 1 or more units
Tilebodies: 1) A grid of tiles that can be as assigned fixtures to a b2Body 2) Divided into chunks 3) Works directly with Rigidbody components