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Tilemap viewport culling #8744

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Domarius opened this issue Apr 1, 2024 · 2 comments
Closed

Tilemap viewport culling #8744

Domarius opened this issue Apr 1, 2024 · 2 comments
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engine Issues related to the Defold engine feature request A suggestion for a new feature

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@Domarius
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Domarius commented Apr 1, 2024

For tilemaps that represent large levels like in Mario or Sonic, some sort of system that makes sure only the tiles on or near the screen are being rendered by the video card, rather than every tile in the level.

It's a fairly common situation that could possibly have a generic solution.

Although I will say that it's likely a developer will have to make something a bit more involved anyway which involves having nearby objects loaded / activated as the player approach, since this culling would also involve other entity behaviours in the game. I would think a "chunking" approach would be appropriate, where the level is broken up into broadly chunked "scenes" which are loaded / unloaded around the player as they move through the level, that solve all of the above, including rendering performance. An engine level implementation of this kind of higher level solution is possible, though even more work of course. I think the LDtk editor lets you develop levels in this way.

@Domarius Domarius added the feature request A suggestion for a new feature label Apr 1, 2024
@matgis matgis added the engine Issues related to the Defold engine label Apr 2, 2024
@AGulev
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AGulev commented Apr 2, 2024

duplicate of #6938

@AGulev
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AGulev commented Apr 2, 2024

#6934

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