Tiled Background Optimisation.

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Post » Fri Oct 26, 2012 11:23 am

Google WebGL optimisation talk

So.. Tiles as much as possible?
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Post » Fri Oct 26, 2012 4:09 pm

The 'Tiled Background' object already implements this optimisation. This is why in the Performance Tips manual entry we note it can be significantly faster than using sprites.
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Post » Fri Oct 26, 2012 6:03 pm

"This is why in the Performance Tips manual entry we note it can be significantly faster than using sprites."

Ups. Did not see it.
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Post » Fri Oct 26, 2012 7:29 pm

So a single frame sprite object is more resource intensive than a same size tiled bg?
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Post » Fri Oct 26, 2012 8:13 pm

[QUOTE=Greg] So a single frame sprite object is more resource intensive than a same size tiled bg?[/QUOTE]

I doubt it.

This is about placing 100 Sprites or one Tiled background and the like.




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Post » Sat Oct 27, 2012 10:07 pm

Do you know if Tiled backgrounds affect performance in Android devices using CocoonJs?.
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Post » Sat Oct 27, 2012 11:35 pm

How would that make a difference to all other games?
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Post » Sun Oct 28, 2012 1:30 pm

[QUOTE=Greg] So a single frame sprite object is more resource intensive than a same size tiled bg?[/QUOTE]
A single sprite object is almost identical in performance - not faster or slower - than a tiled background of *any size*. So a tiled background object showing 100 tiles (10x10) draws about the same speed as a single sprite. Which means if you made a 10x10 grid of sprites, the tiled background would be about 100 times more efficient!
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