I'm currently working on terrain generation, using a simple diamond square algorithm , that generates an Image (put_pixel) which is then loaded into TextureImage etc. This works fine, albeit a bit slow. But then there is collision detection.
Is it possible to implement custom Shape2D which the physicsserver can handle?
From looking at the Godot source code, it does not seem possible :-/
In general it would be nice to have a Node2D derivative, that has a Texture property, and a TextureShape2D that uses same said texture to do bitmap collision detection, calculate collision normal etc. (i.e. as done in http://gamedevelopment.tutsplus.com/tutorials/coding-destructible-pixel-terrain--gamedev-45)
Of course it could currently be faked by using a rather large CollisionPolygon2D (screen.width + 2 points) but I'm not sure the engine would handle that very well or at all, and it would necessary to update the polygon every time part of the "bitmap" is destroyed/changed :-)
So what are your thoughts? any chance that we will se "bitmap" collision support in Godot?