mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-24 20:57:18 +01:00
30 lines
1.4 KiB
Markdown
30 lines
1.4 KiB
Markdown
[Check out this modern re-implementation of the library.](https://github.com/TeamHypersomnia/rectpack2D/tree/master)
|
|
|
|
# rectpack2D
|
|
|
|
Tiny rectangle packing library allowing multiple, dynamic-sized bins.
|
|
|
|
The code is ugly, I know, I was learning the language at the time.
|
|
Nevertheless, it's been years since I used it for the first time in my open-source shooter [Hypersomnia][3].
|
|
No crashes so far and works quite fast.
|
|
|
|
Copied from: http://gamedev.stackexchange.com/a/34193/16982
|
|
|
|
[This algorithm][1] should meet every gamedeving needs.
|
|
It's very, very efficient, lightweight, and I've myself improved it with searching the best possible sorting function
|
|
(whether it's by area, perimeter, width, height, max(width, height))
|
|
and the best possible bin size so **you don't have to hardcode the width/height yourself anymore**.
|
|
|
|
It's also easy to design it so it automatically portions out your rectangles into more bins
|
|
if one with fixed maximum size is not sufficient, so you probably want to pass all your textures to it
|
|
and pass a maximum texture size as the value for maximum bins' dimension, and BAM !
|
|
You have your texture atlases ready to be uploaded to GPU. Same goes for font packing.
|
|
|
|
400 random rectangles, automatically divided into 3 bins of maximum 400x400 size:
|
|
![enter image description here][2]
|
|
|
|
|
|
[1]: http://www.blackpawn.com/texts/lightmaps/default.html
|
|
[2]: http://i.stack.imgur.com/mOgcn.png
|
|
[3]: https://github.com/TeamHypersomnia/Hypersomnia
|