Tilemap problem
by Eric Sapp · in iTorque 2D · 02/15/2009 (8:11 pm) · 4 replies
Hey all,
Trying to throw in some background graphics by using tilemaps. I used a 360x64 tilemap with each tile 64x64. This method achieved a worse frame rate then just adding 5 separate 64x64 images. Are the tilemaps functioning correctly? All my game art is contained in one 512x512 file. Thanks for the help!
-Eric
Trying to throw in some background graphics by using tilemaps. I used a 360x64 tilemap with each tile 64x64. This method achieved a worse frame rate then just adding 5 separate 64x64 images. Are the tilemaps functioning correctly? All my game art is contained in one 512x512 file. Thanks for the help!
-Eric
About the author
#2
I haven't actually tried to push it that much, but I'm glad it works.
How many unique 256*256 textures do you use in the tilemaps?
02/16/2009 (3:30 pm)
That's good to hear Conor.I haven't actually tried to push it that much, but I'm glad it works.
How many unique 256*256 textures do you use in the tilemaps?
#3
It was my understanding that grouping static graphics together increases fps. The image map tutorial in the documentation gives the technical explanation.
02/21/2009 (12:10 am)
Thanks for the help. I meant to write 320 instead of 360, must have gotten the 360 from going around in circles :). Anyway, I tried to separate my images and add them individually but the frame still goes down. The background image I'm using is 64x64 with no alpha. I still get a better frame rate by just adding the images one by one.It was my understanding that grouping static graphics together increases fps. The image map tutorial in the documentation gives the technical explanation.
#4
04/30/2010 (10:27 am)
Power of 2. Use 256 or 512. Not 360.
Conor O'Kane
cokane.com
I'm using 2 640x320 tilemaps in my game, with 256x256 images stretched up into 320x320 tiles to fill them. This forms the scrolling background for the game, and doesn't seem to have any adverse effect on the framerate. I've tried to keep all my images seperate, and under 256 in size. For animations I've grouped the images into cells.