On Wed, Apr 22, 2009 at 7:19 PM, Richard Jones <[email protected]> wrote:
>
> On 23/04/2009, at 12:24 AM, devon wrote:
>> I've just started with cocos. I'm wondering about the relationship
>> between the tiless editor that is being worked on (which I understand
>> is not a tile map, but more of nodes like in braid) and the current
>> tile map implementation.  Will they remain two separate things? Why
>> does tiless use JSON and the tile maps use XML? Any plan to integrate
>> the two in the future?
>>
>> As far as the normal tile maps, is anyone working on an editor for
>> that?
>
> It would seem to be rather pointless to have two codebases with
> effectively the same goal in the cocos2d project so I will assume the
> tile implementation I contributed will be killed off. Because people
> don't like XML, apparently.
>

not just because of xml :)

The two things work very differently. tilemap uses a tileset, with a
fixed grid and does stuff like hex grid, that we dont plan tu
support.(yet?)
The tiless editr uses no tiles. Its just a batchnode layer with a
bunch of sprites. it works fast because opengl does the culling.

I dont think there is an upgrade path from the tiles module to this.
But im happy to listen to ideas.

btw, tiles on tiless was a free feature, we didnt plan to rewrite
tiles. And the format was going to be incompatible anyhow. sorry if it
seemed rude or anything. i really appreciate the work you have been
doing on cocos.

Lucio.

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