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@nkappler Let me dig in, do you have a repo I can poke at? I have an infinite gen'd tilemap in chunks in here that works pretty well (does involve some hacks tho) https://github.com/excaliburjs/ludum-58/ |
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I'm running into severe performance problems when enabling collision with a (rather small) scene created in Tiled.
I have one layer with some terrain:

I can either enable collisions by setting the solid attribute on the layer in Tiled, or when loading the resource in Excalibur:

It doesn't matter which way I choose, as soon as I enable the solid flag, the frametime increases from around 3ms to 60ms or higher, the whole scene (which is very basic) becomes very sluggish and glitchy (the player can glitch through the ground when moving)
I've struggled to find good documentation on how to get collision from the Tiled map, but reading through other issues and forum discussions it seems that it should work.
I've tried both with and without collision groups as well, it doesn't make a difference. My hunch is that every floor tile is also colliding with other floor tiles, which causes the bad performance.
I'd rather not paint custom collision bodies over the entire map and I've read in a bugfix from 2016 that excalibur is supposed to create these poligons for me.
What is the recommended way to do this? What am I doing wrong here?
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