I'm pondering on how one would best edit the fixtures for big scenes in RUBE.
What I want to do in short:
- support high res, I decided to take one world unit to be 100px
- levels can be really big sized, like 100 meters width and 40m height (and much bigger)
1. Before RUBE editing
To avoid loading a image of size 100000 * 4000 px I decided to use Tiled http://www.mapeditor.org/ which I've used before to edit the collison shapes.
But I want to use the neat tracing from RUBE so I..
- ..drew the tiles together in Tiled
- ..exported the level from the tiled editor as PNG-image
in order to trace the exported Image with RUBE for the fixtures, the Images will be rendered separately with a map renderer lateron.
Here is how the Image looked like after exporting from tiled (its just a test, doesn't look nice).
Because of the fat size I didn't include it straight here, so click on the link if you like to take a look:
http://picpaste.com/testLevel-Ruv6pigw.png
2. Rube editing
In Rube I..
- .. dropped the image on the scene
- .. put a Sampler around it and traced it
- ..used the edit-mode 'e' of the sampler to adjust control points
- .. ignored the platforms for this sampler beacause of the 1 path per sampler limit
Here is like the result looks like (its not very accurate made its just a test)

3. Loading and rendering the Scene in Game Framework
Working with the TiledMapRenderer and Rube works good in the above example so that I can use a B2D world with the RUBE designed Fixtures and f.i. can jump with a player around the scene but now new questions arise: how to handle all the other paths in the export fixture-wise?
This is what I'd like to ask you.
- Would you either put another sampler on top of the existing one in order to make fixtures for e.g. the platforms and all other possible other objects? Would you use one sampler per platform?
- How can I disable images from being exported (thus the ones which I use for building the fixtures)
- Would you extract all other content of the level-picture and make each platform an object in order to import them to the scene from other rube files?
- I'd like to find out which would be a good workflow. All of the options above seem to be cumbersome and maybe I'm missing someting.
BTW RUBE sometimes crashed on me when I clicked 'edge refresh' -> 'refresh now' button (Win7, current build of RUBE). Probably because of the image size?
I'm curious how would you do it?
thanks David