popertots
90a6196443
feat: soft entity collision, dead code removal, leaf standability fix
...
- Add TileOccupancy resource and rebuild_tile_occupancy system to track
per-tile entity counts for soft collision avoidance
- Add collision_delay to Ambulatory; entities try relative-left step on
occupied tiles, wait 1 tick, then push through
- Fix leaf canopy standability: leaves are now can_stand_in=true,
can_stand_on=false (walkable, not standable-on)
- Delete FloorTilePrefab / FixtureTilePrefab / FloorTile / FixtureTile /
TileState (all fully dead — TileMap + ChunkData are sole truth)
- Delete tile_spawns from TerrainBlob (populated but never consumed)
- Delete leaf ghost entity spawn in forestry (orphaned invisible ECS entity)
- Replace log prefab spawn with inline commands.spawn(Transform, Visibility)
- Add TileMap::remove_fixture for future digging/explosion use
- Skip collision avoidance when current tile has >2 entities (handles spawn
cluster deadlock)
2026-03-21 01:36:38 +00:00
popertots
f9a74ed432
feat: migrate quilter rendering to Bevy TilemapChunk
...
Replaces the CPU pixel-baking quilter system (QuiltCache, TerrainSprite,
pixel_buffers) with Bevy's native TilemapChunk GPU-index-lookup API.
Architecture:
- TilemapChunk entities replace TerrainSprite entities per (chunk, z, layer)
- Tileset PNG stacked vertically as texture_2d_array (11 rows: 6 floor + 5 fixture)
- populate_chunk_tiles reads TileMap HashMap directly; no ECS FloorTile entities
- Chunk spawn deferred to apply_terrain_blobs (after TileMap data exists)
- Dirty key system triggers repopulate on occlusion/camera-z changes
Bug fixes:
- populate_chunk_tiles: add chunk_pos offset to world tile lookups (was always (0,0))
- spawn_tilemap_chunks: offset Transform by -TILE_SIZE/2 (tile-centre vs bottom-left)
- spawn_tilemap_chunks: AlphaMode2d::Blend (was Opaque, blocking DF fade)
- update_tilemap_chunk_visibility: actually mutate Visibility (was read-only)
- handle_tile_occlusion_updates: mark dirty keys inline (was double-reading events)
- TilemapChunkSpawner: deduplicate pending queue and guard stale registry
Performance:
- ~115K FloorTile ECS entities eliminated
- GPU memory: O(tile_data) instead of O(CHUNK_TILES² × z_levels × pixel_bytes)
- Z-scroll: only TilemapChunkTileData repopulates (no entity re-spawn)
- Benchmarks via TilemapBenchmark resource (F9 to report)
2026-03-20 14:02:04 +00:00
popertots
975ac20876
minor
2025-09-14 19:04:34 +01:00
popertots
8a5884c6d5
example item
2025-09-12 18:04:03 +01:00
popertots
ee7ac39ad5
refactor file locations for readability
2025-09-11 18:23:53 +01:00
popertots
e58f6804bf
File cleanup
2025-09-10 20:03:29 +01:00
popertots
cbc8011f33
Art
2025-09-10 18:11:01 +01:00
popertots
d2dd70caa0
add trees
2025-05-23 17:09:58 +01:00
popertots
e2ccd0cead
Log (wip), parallelisation
2025-05-11 22:58:25 +01:00
popertots
49095cc47f
terrain quilting scaling fix
2025-05-05 23:09:28 +01:00
StephenAdamson
4ba6fecc27
batch sprite 1
2025-02-08 00:23:49 +00:00
StephenAdamson
501c66a1b0
better dorf z
2025-01-25 16:54:27 +00:00
StephenAdamson
c88067437c
art
2025-01-13 21:02:55 +00:00
StephenAdamson
ed88d5bdce
partial chunking
2025-01-07 21:35:44 +00:00
StephenAdamson
11ba882d54
images
2024-12-30 22:19:25 +00:00
popertots
a4342c9aa0
start con_text
2024-12-29 19:03:26 +00:00
StephenAdamson
3aadb8bb78
Separate floor from fixture
2024-12-29 00:45:07 +00:00
StephenAdamson
b47e6cce69
barrel
2024-12-18 00:38:25 +00:00
StephenAdamson
d107626b32
changeable z index, with occlusion
2024-12-17 21:30:46 +00:00
StephenAdamson
caacf4e072
occlusion part 2
2024-12-17 21:10:21 +00:00
StephenAdamson
80afd547e5
Occlusion attempt 1
2024-12-17 19:44:54 +00:00
popertots
8d89f86c69
z sorting attempt
2024-12-14 01:04:52 +00:00
StephenAdamson
bf3ddd0e74
attempt noise gen
2024-12-14 00:03:52 +00:00
StephenAdamson
7363ec9d39
cursor ui
2024-12-13 23:07:08 +00:00
StephenAdamson
01e1349ea1
initial z axis tiles pass
2024-12-13 00:19:21 +00:00
StephenAdamson
7bab01ee74
Initial tile push with item cycle
2024-12-12 17:19:59 +00:00