Linked Questions

2
votes
1answer
2k views

Unity2D 100x100 tile map, best practice?

I'm trying to create a top-down map in Unity2D, this map will act as an ocean that a 1 tile sized boat will drive across. I want to be able to generate this map programmatically by going through the ...
2
votes
3answers
1k views

How to reduce lag when rendering 40,000 sprites in Unity?

I am attempting to render 40,000 sprites: a grid of 200x200 with each grid node having a sprite renderer. All the way zoomed out I get about ~20 frames per second. What would be the best way to ...
0
votes
1answer
820 views

limits of tiles on tilemap, for mobile devices?

how many tiles are we allowed to add on a Tile map, using softwares like Tiled , to target mobile devices? Some devices cannot load a texture that exceeds 2048x2048, would you know how a tilemap works ...
1
vote
1answer
617 views

Unity shaders - blend edges of tile textures stored in an atlas

I'm creating a tile based game. The tiles can have different textures. All the textures are loaded at startup and dynamically packed in a texture atlas (this is done to make modding easier). Each tile ...
2
votes
1answer
394 views

Efficient 2D grid overlay on tiles without each cell being its own GameObject

So for my game I need the ability to add a grid overlay over my tilemap. Now I don't think that making the grid with each cell being its own GameObject with some SpriteRenderer would be hard to do but ...
2
votes
1answer
305 views

Which technique should I use to create procedurally generated planets

I am working on a personal project to create a game, in which you can fly in space to various planets and land on said planets. I was originally using a script to create an IcoSphere which I stored ...
0
votes
2answers
339 views

How to render many tiles fast if zoomed out? (Monogame/xna)

I'm currently trying to optimize my tile engine. I used monogame with the spritebatch first, but that doesn’t works well. I have read many articles how I could optimize my rendering code. I moved ...
1
vote
1answer
157 views

Subdivided Icosahedron Hex/Pent grid efficient rendering?

How to performantly display a hex/pent grid on a subdivided icosahedron? I have a subdivided icosahedron planet used as the "board" for a strategy game. It usually has anywhere between a few thousand ...
3
votes
1answer
194 views

GLSL shader algorithm to render a sprite map with a single draw call (on a single sprite mesh)

I'm trying to render a tile map world on a single sprite mesh (instead of one sprite per tile.) This significantly reduces the array vertex bus labor for extremely large worlds: In order to do this, ...
0
votes
1answer
132 views

UNITY - Huge amount of GRAPHICS in RTS Tiled game

after year of development and week of unsuccessful optimization I turn for a help from you, guys. So, my game is turn-based strategy with hexagon map. One hexagon consists of one texture for hexagon ...
1
vote
0answers
152 views

Unity3D Mapping uv coords from quads with unique vertices directly to texture map

this is my first post in this stack exchange! I was wondering how I would go about mapping the texture of my tiles for my tilemap directly to the texture atlas. I generate the mesh with unique ...
1
vote
1answer
116 views

OpenGL tile map rendering with 1 quad for all tiles and 1 texture atlas

I'm using lwjgl to experiment with 2D games. I made some maps with Tiled (small 30x30 maps) and currently I draw them by loading the tileset image as one texture and extracting from it the texture ...
0
votes
1answer
32 views

Combining meshes up to certain sizes

I have the following spritesheet for types of terrain, with a transparent background. To draw it on my map, I thought of doing one mesh per type, and then combine them. This is the code. This gave ...