Hi,
I’m postponing my latest “Tile Map Editor 2D” because I’m creating a new one, way more better. With this new Editor you can easily create a 3D tile map in Unity.
Video:
Now I’m working on more user friendly tile manipulation.
Andrius Kuznecovas
Great Job! I’m looking forward to see it released!
Just some questions:
– Does impact draw calls so much or calls are batched fine? Because I would be interested for use on mobile platforms…
– Will you do simple random generators for this engine? If not, I’m willing to make some simple random scripts, this seems real fun!
How do you draw things using a script? I’m looking forward to a tile editor like this one! Right now I am making an external program to export .FBX files, but this approach must be better.
Is this going to be open source? or do we have to buy it? WHEN WILL IT BE RELEASED!?
Hello, I’d be willing to help fund this project’s development in some small way. I could certainly use your progress thus far for prototyping if nothing else.
I just must have this for a TRPG I’m making. Please release it soon, even if it’s not user-friendly.
Please don’t forget about this project 🙂 This looks to be very, very useful!
I thought I’d have to read a book for a dicosvery like this!
A recast graph is efiindtely faster, since it is a navmesh graph the degree of the average node will be much lower (read as the average node will have fewer connections to other nodes) than in a grid graph which results in a much faster search, also navmesh grapsh are generally much smaller than grid graphs which means that it will be fewer nodes needed to be searched. This is also great for memory management since navmesh graphs use only 10% to 20% memory of what a grid graphs uses which leads to that GC (garbage collector) is called less frequently.The downside is that they take a longer time to generate and are harder to update.