Hello, I’m the developer of Dusk. The tile lines issue is solved. All you need to do is make your tilesets with a margin, and make sure Corona’s using nearest-neighbor texture filtering, and Dusk should run nicely with no lines.
Unfortunately, not having access to Corona’s graphics code, there isn’t a way I (as the developer of Dusk) can completely solve this problem. Apparently (from the StackExchange topic I linked above), to completely destroy the Flickering Tile Lines of Doom, you have to twiddle around with OpenGL.
Sorry for not being clearer; my post in the other topic was to say there is nothing more I can do about it, other than camera rounding. That’s not to say it can’t be solved; just that to fully solve it, you need to add a margin to your tilesets and set the render mode. So as much as I’d like to have a “one-stop-put-your-tileset-in-and-it-works” solution, fixing the issue requires the user to take steps to prevent it. Dusk and MTE use the same mechanism to display tiles, so there’s really no difference in the tile placement/tile lines problem between the two.
In most engines, you have more control over rendering than you have with Corona, and you can do fixes like I’ve done with Dusk or add margins. So technically, yes, the issue could potentially happen with all engines, but you usually can fix it.