empty cells

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Post » Mon Mar 06, 2017 8:32 pm

When building a huge world map, like super metroid's, wich way would be more efficient: using a tilemap object for every room (meaning I will have about 200 rooms) or use just one, big tilemap for everything ? Do empty cells still take data ?
Last edited by ninepixels on Tue Apr 04, 2017 9:49 pm, edited 1 time in total.
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Post » Fri Mar 17, 2017 9:39 pm

I don't believe there is any significant performance hit for using a single tilemap vs many.

Your main limitation will most likely be graphics memory. By separating your world into different layouts, you will be able to fit a wider variety of textures by utilizing different image sets for each layout. I'm not familiar with the kit's room system though.
Mistakes were made.
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Post » Fri Mar 17, 2017 10:02 pm

As far as I understand, the more the renderer has to change tiles when it renders them, the slower it goes. So if you have a big space of the same tile, it will render quicker than a space consisting of different tiles.
Also, if you stack and overlap tilemaps, that also adds to the rendering process, therefor slowing it down.
This is what I have experienced.
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Post » Fri May 19, 2017 10:01 pm

thank you guys
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