DubiousDillan Posted September 1, 2016 Share Posted September 1, 2016 I like the look of this library but all the abstractions confuse me. In fact, I remember finding pure WebGL simpler to work with than this. I have a spritesheet of tiles. I'd like to be able to group these tiles into meshes and as far as I understand, that involves just adding them as Sprite objects to a Container or ParticleContainer. I could create a Sprite object for every single instance of a tile but it seems like a terrible waste. (I store the tile IDs in an array, not that this should matter.) What's an efficient way of rendering a tile map? Thanks! Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted September 1, 2016 Share Posted September 1, 2016 use pixi-tilemap. if you have only one atlas of tiles, it will be the most faster thing. theres also dev-multitexture branch of it used by RPGmakerMV, supports up to 16 atlases of 1024 size basically, you clear the mesh every time on scrolling or animation. there is built-in animation of simple stuff in shader, thats faster in any case you have to study examples and sources. start from master branch, then look in multitexture Quote Link to comment Share on other sites More sharing options...
DubiousDillan Posted September 1, 2016 Author Share Posted September 1, 2016 2 hours ago, ivan.popelyshev said: use pixi-tilemap. if you have only one atlas of tiles, it will be the most faster thing. theres also dev-multitexture branch of it used by RPGmakerMV, supports up to 16 atlases of 1024 size basically, you clear the mesh every time on scrolling or animation. there is built-in animation of simple stuff in shader, thats faster in any case you have to study examples and sources. start from master branch, then look in multitexture Aha, thanks! I spent a while looking at it ^_^ Quote Link to comment Share on other sites More sharing options...
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