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4

Aside from my comment (don't have the flexibility to pull back a specific post at the moment) the answer to your question: No, but... There is no CPU gain or loss by changing scale. It's not even correlated, except for one case. And that one case is rendering. When you scale an object (especially non-uniformly) then it cannot be batched with other ...


1

There is no one size fits all answer to this, as is so often the case. Generally though, if you can precompute it, do it. If your robot doesn't change all the time, so for example you build it and it stays the same the whole time, then what's the point of calculating all of its parts every frame. But if it does change all the time then obviously you can't ...


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I reccomend you delete and load smaller pieces (~50m) at a time to keep a more stable (if not lower) fps.


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I don't think you can fix that "loading" issue, if your game has to open a file from HDD, load the content, parse it and draw it there's nothing to do that could speed it up. I would say that, the best you can do is store the whole map in memory and get chunks more often, like 100m sou you should be able to high speed reading from ram and the lag would ...


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You can find all what you need here Tile maps class, and read the section Rendering Tiled Maps according to Libgdx docs: Performance considerations While we try to make the renderers as fast as possible, there are a few things you can consider to boost rendering performance. Only use tiles from a single tile set in a layer. This will reduce ...



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