Aye,
I just commited the first implementation of the tiling scene manager. It
tiles in classic "Pirates!" style. Every tile is described in a text based
definition file that defines a height map for the terrain and references
to the four adjacent tiles. Furthermore there are definitions for objects
that can be placed on the tiles (parsing is done already, but the scene
nodes are not created yet, will do that tomorrow).
Collision detection is integrated as well, anything higher than y=40 blocks
while 38-40 will be handled as a shoalf.

Beware, the current tiles and heightmaps in CVS are bogus and just to
demonstrate the features of the new scene management. This will be fixed
for 0.2.2.

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