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. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
