Refactoring the TileMap to get rid of C++ Stuff | Game Engine Devlog #09 @GuilhermeTeres
Refactoring the TileMap to get rid of C++ Stuff | Game Engine Devlog #09  @GuilhermeTeres
Uploaded July 2024 | Updated September 2026, 2 weeks ago
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In this video I'll be continuing to discuss the implementation of a #tileset / #tilemap in #OpenGL for the #GameEngine. The entire source code for this video plus others is available on my Patreon, so if you're interested in it, check the first link for more details!

Timestamps:
0:00 Introduction and video overview
0:05 Recap of previous video and goals for refactoring
0:14 Discussion on private variables and simplicity
1:00 Refactoring to improve tile size handling
1:33 Making code public and using assertions for correctness
2:21 Simplifying code structure
3:02 Building a lookup table on the fly
4:45 Further simplification by removing images array
6:00 Using sets for unique images
8:19 Appending images to the atlas and testing
9:17 Final code simplification
10:03 Ensuring memory safety with assertions
10:28 Simplifying tile addition and testing
12:32 Final thoughts and validation
14:28 Overall benefits of the new API
15:04 Closing remarks and future content plans

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► Uniday Studio
By: Guilherme Teres Nunes
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Refactoring the TileMap to get rid of C++ Stuff | Game Engine Devlog #09

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