Game Development Community

Large Tilemap areas - some advice please

by Colin Richardson · in Torque Game Builder · 03/22/2010 (8:35 am) · 1 replies

Hello,

As things progress on my end i have many questions that pop-up.

Basically i need a bit of advice on this.

I am doing an over-the-head 2d shooter and i have some lovely designed maps that i need to build once all the gameplay is tested on my demo level setup.

What is the maximum tilemap area that it's advisable to keep to, ie if we had a map of 200x200 (using tiles of 10x10) would that eat too much memory, or would it be better to have each room as a smaller tilemap of it's own, or maybe display just one room and once a portal was crossed 'load' the next room.

I'd like to keep to displaying as much as possible as i have a basic fog of war happening (a trigger deletes the large dark image over the unseen rooms) and so it helps with the atmosphere i feel.

The game levels are split into sections, and so i was hoping to fit each section into a TGB level and then layout the entire section in one go and add triggers to spawn enemies (ie keep sprites to a minimum).

I've had a look around the forums and documentation and i can't see any fixed limitations, so i'm hoping someone has some advice. As i'm thinking about porting this to the iPhone once finished on the PC/Xbox what else should i think about?

Many thanks
Colin

#1
03/25/2010 (10:04 pm)
I can't really answer your question Colin but thought you might be interested in a couple of things I discovered:

For the space game I'm working on I've used massive tile maps (50k world units, 64 pixels per tile) without any real penalty, but this was a map set to repeat and I'm not sure if TGB optimizes for that.

I *DID* experience some severe performance hits relying too much on triggers, though. Part of the game has 2D solar systems where the planets have gravity, a situation that might be analogous to your rooms of enemies waiting for the player to enter. I can't say exactly what the trigger threshold was, but in simple systems with a few planets I had no problems; but in complex ones with dozens upon dozens of triggers my game would crawl.

I replaced triggers with distance tests and pickrect calls and had no further problems. The lesson I took away was that triggers are expensive and having them basically sit and poll empty space your player is nowhere near may not be a luxury you can afford.

Hope that helps a bit.