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Tiled map and performance #102

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lincolncpp opened this issue Jan 13, 2019 · 1 comment
Open

Tiled map and performance #102

lincolncpp opened this issue Jan 13, 2019 · 1 comment

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@lincolncpp
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What's the best way to draw a tiled map?
I have tested using one Sprite object to load the tileset resource and draw tile by tile with ClipSprite. With a 25x25 map with 4 layers (2500 tiles) I got 40 fps and this is the only thing that I am renderizing. I think this is not the best way, but I do not see any other option to do this.

@blacktm
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blacktm commented Jan 16, 2019

Hi @Lincoln96. I've been thinking about various optimizations lately. We've largely favored simplicity over efficiency up to this point, but more advanced scenarios are starting to show some serious performance limitations. Some optimizations can be done behind the scenes, like batch rendering in #98, but other cases might require additions to the public API. As for tile mapping, or just drawing many textures generally, it could be a combination of both.

As a place to start, we may have to create some examples and profile them to better understand why they are slow. Do you have some example code and images to share for this one?

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