My game will be made up of objects. Essentially the level editor will give me a bunch of objects to choose from and I can drag them in and thus a level is made. The objects could have animation in which case they are responsible for knowing which frame and layer they are on.
So then I can have these:
Animated non-movable objects
Unanimated non-movable objects
Animated movable objects
Unanimated movable objects
So first I was thinking of, when the level starts, build a quadtree for all non-movable objects.
This way I can easily avoid rendering ones which are not in view.
Then from there I can do bounding box check on dynamic objects (or maybe if I add something like Box2D it can do it).
But then comes the rendering.
At first I was thinking of each object rendering itself, but then I cannot do atlasing.
I'd like to do atlasing. I was thinking that animated objects can just use their own frame sheet. But objects which are not animated should use atlasing.
I know this can be categorized as premature optimization, but I don't want to eventually find out that it is horribly slow.
Any design suggestions / comments would be welcome. Does it seem like a good idea to try to atlas in the sort of game I'm making, which is a platformer that is not tile based.