12-20-2018, 06:51 PM
Hi Richard!
You're right, the engine is built around power-of-two tile dimensions, as it uses bit shifts and masks wherever possible for improved rendering performance. I didn't considered arbitrary dimensions, because actual 2D video chips had this same design principle and limitation, and it's nearly a "de facto" standard across tiled engines. Where you can have arbitrary dimensions is in sprites but not in tileset/tilemap.
What kind of effect are you trying to achieve that would require this feature? Maybe it helps if I understand the motivation.
You're right, the engine is built around power-of-two tile dimensions, as it uses bit shifts and masks wherever possible for improved rendering performance. I didn't considered arbitrary dimensions, because actual 2D video chips had this same design principle and limitation, and it's nearly a "de facto" standard across tiled engines. Where you can have arbitrary dimensions is in sprites but not in tileset/tilemap.
What kind of effect are you trying to achieve that would require this feature? Maybe it helps if I understand the motivation.