Closed bryanedds closed 2 months ago
So one reason this is hard to fix is that, perhaps surprisingly, the tile strip computation code is some of the most complex in this engine. I think it's complex because I try to compute only the tiles that are in view for efficiency.
One possibility - use lazy eval programming and just write the naive code, then see if we can eval just the parts that will produce the tile computations we actually need. This will probably produce more GC pressure but I think for 2D games, won't matter.
Scrolling up just a bit on the BlazeVector scene will result in this rendering error -
I'm guessing the issue is in the way that the algorithm in TmxMap.getLayeredMessages2d is still precision-sensitive.
I think I've seen this pop up in other tile map viewing scenarios as well.