A BARK IN THE DARK
MAIN RESPONSIBILITIES
OPTIMIZED TILE RENDERING
Due to having large worlds, we needed to optimize the tile rendering a lot. We are only rendering the tiles within the camera view.
PROJECTILE TILE COLLISION
Projectile tile collisions was a tricky problem to get right because a tiles would have different rules depending on where players stands and what direction when throwing/shooting an object.
WORLD
Doors and transitions
The world in a grid layout giving us extremely good performance when finding tiles from world positions.
A almost fully features LDTK tilemap parser with parallelized parsing built like a library with no dependencies on the game itself.
The world simply contains a const pointer to this world and read the world data.
I was mainly responsible for loading the tilemap and world from LDTK and to efficiently keep the work minimal for myself. I exposed callbacks to other programmers to easily parse entities themselves.
PLAYER
I also did helped with minor player stuff, such as its interactions with the world, walking slower on stairs, its jump and and falling into void, puzzle rooms and doors.