I released my tilemap tracing algorythmn for generating chain segments, which i had written a few years ago. Now its fully ported to standard C++ and works great.
This thing is used to produce actual connected line segments from a solid tilemap, so you can create proper physical shapes out of that for improving physics stability and performance.
The algorythm as its core is a contour tracing implementation which is normally used to automatic fill in pixel colors or detect contours but i extended it a lot to fit my needs.
You can find it in my game tech github repository (final_tiletrace.hpp), including a demo for seeing the tracing algoryhtm in action.
TODO:
- Fix the documentations!
- Move to a more C++ ish api