11 reputation
2
bio website
location
age
visits member for 1 year, 6 months
seen Jan 21 '13 at 9:33

Jan
14
awarded  Editor
Jan
14
revised High volume sprite management in entity component system
added 475 characters in body
Jan
14
awarded  Student
Jan
14
comment High volume sprite management in entity component system
A tilemap is fine for tiles but for entities that sit on top of the tiles, e.g a tree which may occupy 2x2 tiles, 4x4 tiles etc. how would a map or spatial partitioning be implemented on components?
Jan
14
comment High volume sprite management in entity component system
Thanks for the answer krzat. Each system already stores lists of compatible components. My problem lies in the fact that the system must iterate all 5000 compatible RenderableSprites components regardless of whether those RenderableSprites contain any sprites that are on screen or not. I want to reduce this iteration to the say 200 components that are actually relevant to the draw step as i believe this is the source of the performance cost.
Jan
14
asked High volume sprite management in entity component system