Reducing Tiled Maps to Optimized Collision Rectangles with Greedy Merging
Read OriginalThis technical article details a method for optimizing tile-based collision data from editors like Tiled. It describes converting a dense grid of solid tiles into a minimal set of non-overlapping, axis-aligned rectangles using a greedy merging algorithm. This reduces runtime overhead by minimizing the number of collision checks needed in game engines.
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