Does anyone have any information about a #polygonal or #vector#tilemap ? Perhaps treating a live-rendered #svg file (or grid-based coordinates in code) as a #tileset for #raylib ?
Polygon tiles on their own wouldn't be so bad, but it'd be nice to have the polygons connect/merge (visuals and performance, basically treating each tile as its exposed edge) plus autotiling (/bitmasking?) and other tilemap features.
An editor would be great, also #hexagon grid. Vertex colors and extra data (shape+color palette+item/decoration) would be nice too.
Or would it be more supported to just go with low-poly 3D? Though even in that case it would be good to have a gridmap.
Note that Godot 4 might allow polygon tiles (using scenes, I haven't tried it, I expect it might be clunky) but I want to use #nim ( #NimLang ) and the bindings aren't where they were for Godot 3 (there are at least 2 people who were working on their own bindings, but I wouldn't know where to begin on testing them).
Systems programming language w/ the safety of Rust
a package manager
the ecosystem/community size of Rust
C/C++ tooling (debugger and LS)
C/C++ interop
ALL OF THAT with a Ruby-like syntax
The answer could be Crystal, but unfortunately it has a tiny tiny ecosystem and Windows is a 2nd class citizen and Crystal has probably the slowest compiler on Earth.
Nim is probably the answer (it's Pascal-like), but Nim loses on tooling.
So far I always added tasks to our Elixir monolithic app, but it always required making a new deployment and starting a new Heroku console instance which always start a new pool of DB connections (fake it till you make it!).
Or I'd write plain Bash scripts.
There's no way to always avoid plugging into the Elixir code, but for others, I'll keep using Nim from now on. #Nim#NimLang