Hey cool. I haven't thought about tiled for years!
I contributed the terrain painting system years ago ;)
Nice to see a lib in D!
On 22 June 2015 at 13:45, rcorre via Digitalmars-d-announce
> dtiled v0.2 is out, and for better or worse, it got hit by a serious case of
> feature creep.
> v0.1 was simply an easy way to load maps created with Tiled
> v0.2 attempts to provide much of the functionality commonly needed by
> tilemapped games.
> I like to hack around on tilemapped rpg/strategy games, and noticed I was
> copying a lot of the same map-handling code everywhere, so I took a shot at
> lib-ifying it.
> The new tilemap modules (dtiled.grid and dtiled.map) are independent of the
> Tiled map-loading module (now called dtiled.data). You don't _have_ to load
> your map from a Tiled json file, any 2D array will work. However, as a
> whole, these modules should provide a nice road from creating a map in Tiled
> to working with it in a game.
> You can check out:
> The source: https://github.com/rcorre/dtiled
> The dub package: http://code.dlang.org/packages/dtiled
> The docs: http://rcorre.github.io/dtiled/index.html
> The demo: https://github.com/rcorre/dtiled-example
> dtiled is intended to be game-engine independent; the demo can currently be
> run using either DAllegro (requires allegro5) or DGame (requires sdl2) as a
> My next goals are pathfinding and a more interesting demo. I've considered
> adding support for other Tiled map formats (tmx and csv), but I'm not sure
> that is
> valuable as anyone using Tiled has the option to export to json, which
> should contain all of the necessary data.
> Eventually, I may add support for isometric and hexagonal maps.