| Post Reply | RetroFed Forum Forum Index » Haxe |
| Author | Message | ||
|---|---|---|---|
Remy Rose
lemmy.one
MxRemy@lemmy.oneJoined: 2023-06-12 |
I'm back with another noob support question, despite me being a moderator and this being a very small community atm. As far as efficiency/optimization is concerned, what's the best approach to making a really big open world, and then how do I actually implement it?? My stack:
I know how to just make one huge level, that's easy enough, but I've heard that might be inefficient memory-wise? I tried setting up multiple levels in LDtk, and importing each level into its own FlxTilemap. But then I couldn't figure out how to get more than one tilemap to actually display? Only the first one I add shows up. Maybe the second one is loaded but just hidden underneath it, but if so, how do I tell a FlxTilemap where it should show up? They seem to default to (0,0) and I didn't any method to change that. Or maybe you can just only have one tilemap in any given scene at a time? Would it be better to use the render method of the LDtk api instead of a FlxTilemap? I heard FlxTilemap is more efficient because it batch renders everything, whereas the LDtk api renders each tile as its own sprite. One last question. When I switched from Ogmo to LDtk, suddenly I couldn't compile to Neko anymore. I get an Places I've looked for answers so far:
Maybe the answer is actually in these sources, but I'm too much of an amatuer to see it? Either way, I'd really appreciate some advice! |
||
| 1 Original | |||
| Post Reply |
Back to top |