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A TilemapChunk should accept a grid arranged tileset #23492

@hxYuki

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@hxYuki

What problem does this solve or what need does it fill?

It is natural that you would draw together the tiles in tileset that appear adjacent to one another on the map. That helps you to create seamless tiles.

What solution would you like?

Process the tileset by grid instead.

What alternative(s) have you considered?

The bevy_ecs_tilemap exports a Material trait for customized rendering.

Additional context

One tileset asset from Monogame's tutorial:
tileset example

Here's my local solution for reference. Disclaimer: I am not familiar with WGSL. It is authored by copilot.

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    A-AssetsLoad files from disk to use for things like images, models, and soundsA-RenderingDrawing game state to the screenC-UsabilityA targeted quality-of-life change that makes Bevy easier to useD-ModestA "normal" level of difficulty; suitable for simple features or challenging fixesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!X-ContentiousThere are nontrivial implications that should be thought through

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