This document provides information on two distinct projects: Tiled Map Editor, a versatile tile map editor for game development, and Mitsuba 3, a research-oriented rendering system. Both offer detailed instructions for installation, compilation, and usage, along with explanations of their core features and functionalities. The information below details these tools separately.
Tiled Map Editor - https://www.mapeditor.org/
About Tiled
Tiled is a general purpose tile map editor for all tile-based games, such as
RPGs, platformers or Breakout clones.
Tiled is highly flexible. It can be used to create maps of any size, with no
restrictions on tile size, or the number of layers or tiles that can be used.
Maps, layers, tiles, and objects can all be assigned arbitrary properties.
Tiled's map format (TMX) is easy to understand and allows multiple tilesets to
be used in any map. Tilesets can be modified at any time.
Installing Tiled
Tiled is available for all major operating systems and can be downloaded either
from GitHub Releases or from
itch.io. Most Linux distributions also
package Tiled, but these packages are usually out of date so you might prefer
to use the AppImage or install Tiled through
Flatpak or
snap, both of which are official releases.
Signed Releases for macOS and Windows
macOS builds are signed by the maintainer, Thorbjørn Lindeijer, who registered
as Apple Developer.
Windows installers are using free code signing provided by
SignPath.io,
and a free code signing certificate by the
SignPath Foundation.
Compiling Tiled
Before you can compile Tiled, you must ensure the Qt (>= 5.12) development
libraries have been installed as well as the Qbs build tool:
If you want to build the Python plugin, you additionally need to install the
Python 3 development libraries:
Alternatively, you can download Qt here.
You will still need to install a development environment alongside and some
libraries depending on your system, for example:
The easiest way to compile and run Tiled is to open tiled.qbs in Qt Creator
and run the project from there.
From the command-line, you may need to set up Qbs before you can build Tiled
(you will also need to make sure the version of Qt you want to use is in your
path):
You can now run Tiled as follows:
Qt 6
For compiling libtiledquick (not built by default) you'll need to install the
Vulkan headers:
Working with Visual Studio 2017
Once Qbs is set up (see previous instructions), it is possible to generate a
Visual Studio 2017 project with it that allows you to code, compile and run
using that IDE. This can be done with the following command:
Installing Self-Compiled Tiled
To install Tiled, run qbs install from the terminal. By default, Tiled will
be installed to
/install-root.
The installation prefix can be changed when building Tiled. For example, to use
an installation prefix of /usr:
To install Tiled to a packaging directory:
By default, Tiled and its plugins are compiled with an Rpath that allows them
to find the shared libtiled library immediately after being compiled. When
packaging Tiled for distribution, the Rpath should be disabled by appending
projects.Tiled.useRPaths:false to the qbs command.
Mitsuba Renderer 3
Documentation
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Tutorial videos
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Linux
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MacOS
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Windows
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PyPI
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️
Warning
️
There currently is a large amount of undocumented and unstable work going on in
the master
branch. We'd highly recommend you use our
latest release
until further notice.
If you already want to try out the upcoming changes, please have a look at
this porting guide.
It should cover most of the new features and breaking changes that are coming.
Introduction
Mitsuba 3 is a research-oriented rendering system for forward and inverse light
transport simulation developed at EPFL in Switzerland.
It consists of a core library and a set of plugins that implement functionality
ranging from materials and light sources to complete rendering algorithms.
Mitsuba 3 is retargetable: this means that the underlying implementations and
data structures can transform to accomplish various different tasks. For
example, the same code can simulate both scalar (classic one-ray-at-a-time) RGB transport
or differential spectral transport on the GPU. This all builds on
Dr.Jit, a specialized just-in-time(JIT) compiler developed specifically for this project.
Main Features
Cross-platform: Mitsuba 3 has been tested on Linux (x86_64
), macOS
(aarch64
, x8664
), and Windows (x8664
).
High performance: The underlying Dr.Jit compiler fuses rendering code
into kernels that achieve state-of-the-art performance using
an LLVM backend targeting the CPU and a CUDA/OptiX backend
targeting NVIDIA GPUs with ray tracing hardware acceleration.
Python first: Mitsuba 3 is deeply integrated with Python. Materials,
textures, and even full rendering algorithms can be developed in Python,
which the system JIT-compiles (and optionally differentiates) on the fly.
This enables the experimentation needed for research in computer graphics and
other disciplines.
Differentiation: Mitsuba 3 is a differentiable renderer, meaning that it
can compute derivatives of the entire simulation with respect to input
parameters such as camera pose, geometry, BSDFs, textures, and volumes. It
implements recent differentiable rendering algorithms developed at EPFL.
Spectral & Polarization: Mitsuba 3 can be used as a monochromatic
renderer, RGB-based renderer, or spectral renderer. Each variant can
optionally account for the effects of polarization if desired.
Tutorial videos, documentation
We've recorded several YouTube videos that provide a gentle introduction
Mitsuba 3 and Dr.Jit. Beyond this you can find complete Juypter notebooks
covering a variety of applications, how-to guides, and reference documentation
on readthedocs.
Installation
We provide pre-compiled binary wheels via PyPI. Installing Mitsuba this way is as simple as running
pip install mitsuba
on the command line. The Python package includes thirteen variants by default:
scalar_rgb
scalar_spectral
scalarspectralpolarized
llvmadrgb
llvmadmono
llvmadmono_polarized
llvmadspectral
llvmadspectral_polarized
cudaadrgb
cudaadmono
cudaadmono_polarized
cudaadspectral
cudaadspectral_polarized
The first two perform classic one-ray-at-a-time simulation using either a RGB
or spectral color representation, while the latter two can be used for inverse
rendering on the CPU or GPU. To access additional variants, you will need to
compile a custom version of Dr.Jit using CMake. Please see the
documentation
for details on this.
Requirements
Python >= 3.8
(optional) For computation on the GPU: Nvidia driver >= 495.89
(optional) For vectorized / parallel computation on the CPU: LLVM >= 11.1
Usage
Here is a simple "Hello World" example that shows how simple it is to render a
scene using Mitsuba 3 from Python:
# Import the library using the alias "mi"import mitsuba as mi# Set the variant of the renderermi.setvariant('scalarrgb')# Load a scenescene = mi.loaddict(mi.cornellbox())# Render the sceneimg = mi.render(scene)# Write the rendered image to an EXR filemi.Bitmap(img).write('cbox.exr')
Tutorials and example notebooks covering a variety of applications can be found
in the documentation.
About
This project was created by Wenzel Jakob.
Significant features and/or improvements to the code were contributed by
Sébastien Speierer,
Nicolas Roussel,
Merlin Nimier-David,
Delio Vicini,
Tizian Zeltner,
Baptiste Nicolet,
Miguel Crespo,
Vincent Leroy, and
Ziyi Zhang.
When using Mitsuba 3 in academic projects, please cite:
@software{Mitsuba3,title = {Mitsuba 3 renderer},author = {Wenzel Jakob and Sébastien Speierer and Nicolas Roussel and Merlin Nimier-David and Delio Vicini and Tizian Zeltner and Baptiste Nicolet and Miguel Crespo and Vincent Leroy and Ziyi Zhang},note = {https://mitsuba-renderer.org},version = {3.1.1},year = 2022}