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Home/ Questions/Q 8651285
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Editorial Team
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Editorial Team
Asked: June 12, 20262026-06-12T14:01:39+00:00 2026-06-12T14:01:39+00:00

As seen in the image above, I have a 2D array of tiles, each

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Tile based world converted to polygon shapes

As seen in the image above, I have a 2D array of tiles, each with 4 points in my game world. I’m looking for a method to convert these shapes constructed from individual tiles into simplified (no unnecessary vertices, only those needed to form the outline) polygon shapes.

I have been looking around, here and elsewhere and have had very little luck. But maybe I don’t know the correct terminology to search for. Any help is appreciated.

Extra Info: I’m looking to use this to optimize dynamic lighting. If someone has a different approach for accomplishing fast dynamic shadows in a tile based world, that will also answer the question.

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  1. Editorial Team
    Editorial Team
    2026-06-12T14:01:41+00:00Added an answer on June 12, 2026 at 2:01 pm

    I suggest next algorithm:

    1. Storing all edge positions into 2D array (edge position is center of edge).
    2. Counting duplicate edges in this array (1 is no duplicates, 2 is intersecting with another edge. Other values are implossible).
    3. Picking first unmarked edge from array with duplicating count 1 (no duplicates) and applying simple recursive fill algorithm in certaing direction (Clockwise for example) until first edge reaching. All this edges will form one simplified polygon. If unmarked edge has not been founded, then GOTO 5.
    4. Marking all this edges from step 3 as used. GOTO to step 3.
    5. End.

    For more intuitive representation of algorithm, I posted an image below.

    enter image description here

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