How do I optimize collisions with tilemaps?

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Post » Fri Feb 06, 2015 12:52 pm

Hi,

since my game is built of sprites and tiles, I wondered if it would run faster, if I convert it all to tilemaps.

An advantage seems to be some spritesheet optimization and less objects in the layout.

On the other hand - it seems - I cannot reduce collision-checks as much, as with separate sprites/tile-backgrounds.
The reason: Since tilemaps are checked for collisions each tile, as they have separated collision-polygons, the number of collision checks is just as high, as if each tile would be a separate object. But separate sprites/tiled-backgrounds can be turned off (solid and collision) when not in range, which cannot be done with separate tiles on one tilemap, or am I wrong?

So is it really worth using tilemaps instead of sprites/tilebgrs performance-wise?

Please give me some advice.
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Post » Fri Feb 06, 2015 2:52 pm

It probably works out the same. Unless you can measure a difference.

Measurements are the only authority on performance advice - anything not based on measurements is guesswork.
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Post » Fri Feb 06, 2015 3:44 pm

Thanks.
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