A project with three tilemap layers, two of them with collision on
water and hill tiles, ran at 33 to 52 fps. A CPU profile showed that
almost all of the time went into the collision geometry of the map.
It was rebuilt from scratch every frame although nothing had changed.
The animated water makes the views redraw every frame, so the cost
was never skipped.
- New module tilemapMemo keeps what is derived from the cells: the
tiles of a layer, the blocking cells, the rectangles and polygons.
It is reused as long as the content stays the same.
- A brush stroke paints into the existing cells object. The memo
therefore compares the content cell by cell, not the identity.
The comparison walks two arrays in insertion order.
- Clipped outlines are kept per outline list. The model always
replaces that list instead of changing it.
- PhysicsSystem no longer rebuilds the shapes of a tilemap each tick
while its cells, placement and settings are unchanged. Before, it
also built a JSON key from all world shapes every tick.
- The overlaid layers after Set tile in a run stay stable. Otherwise
the memo would miss on every call after the first edit.
The #184 work only helped Move and raycasts, not this path.
Measured on stein2 (i5-7500T, HD 630), script time per frame:
- Scene, nothing selected: 17.7 ms, 52 fps -> 5.8 ms, 60 fps
- Tilemap selected: 26.2 ms, 38 fps -> 8.6 ms, 60 fps
- Play: 29.9 ms, 33 fps -> 8.7 ms, 60 fps
About 3 ms per frame remain. The content comparison costs roughly
60 us per 700-cell layer and runs about 40 times a frame. The mesh
geometries in TilemapField are still rebuilt every frame.
Tests:
- ./check.sh: 162 files, 2377 tests, CHECK EXIT 0 (before 2370)
- e2e 1-5 and 39-43: ALL PASSED, 289 checks
- 7 new unit tests in tests/core/tilemap-memo.test.ts
- 5 counter checks (content ignored, no memo, outline by kind only,
physics always rebuilds, layer settings ignored) each fail their
test. All originals are back, checked with cmp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A tilemap layer was one piece in the draw order, so a figure stood
either in front of a whole layer of trees or behind all of it. For a
top-down game the trees in front of the figure's feet have to cover
it and the ones behind must not.
- A new "Sort by Y" box under the layer list sets `sortByY` on the
painted layer. Every change is its own undo step.
- Such a layer comes as one draw slot per row. On its `z`, the rows
and all objects on that `z` are sorted by where they stand: the
bottom of an object's box, the bottom of a row. Ties keep the
hierarchy order, and other `z` values are untouched.
- A layer drawn as one piece and the map's own node stay behind the
sorted ones on the same `z`, since neither has a single place to
stand. Ground belongs on a lower `z` or stays unsorted.
- A new tile property "Sort offset" (whole rows, -16 to 16) lets a
crown sort with the trunk below it.
- `TilemapField` draws a container per row for such a layer, and
picking takes the row into account, so a click picks what is drawn
in front. Scene view, game view and play share the same rule.
Limits: on a rotated map "down" is world Y. A layer sorted by Y costs
about one draw call per row and tile instead of one per tile.
Tests:
- ./check.sh: 160 files, 2350 tests, CHECK EXIT 0 (before 2340).
- 10 new unit tests in tests/viewport/sort-by-y.test.ts.
- e2e 39-43: ALL PASSED, 148 checks. New check 40p-iii ticks the box
and finds the slot of row 0, undo brings back the whole layer.
- Counter checks: without the Y sort 5 unit tests fail, with the
offset ignored 5, with no row in picking 1. If TilemapField draws
no rows, exactly 40p-iii fails in e2e.
- The e2e sum in the README is 1378, counted, not yet seen in CI.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>