> I'm trying to figure a good way to design my levels. I was considering using lots of tilemaps, that don't fill the entire layout, and overlay each other.
> It seems like pasting all these to a paster object at beginning (then deleting the tilemaps) would improve performance, since the paster only requires one draw versus the many tilemaps with numerous draw calls.
> Is my thinking correct, in that using a single paster object would benefit rendering in this case?
>
> edit: also, does it render the whole paster object even if it only shows a portion on screen? Perhaps it wouldn't help performance?
> edit: "GPUs are also well-designed enough to only process the on-screen parts of an object that appears partially off-screen. So literally nothing outside the window area is ever rendered by the GPU."
> So I guess it only renders what is visible.
>
If you have a lot of overlapping tilemaps, Paster is the way to go. Tilemaps in C2 are very slow and not all that optimized (compared to other implementations).
Id like to test this out. My game has some overlapping tilemaps and im interested in anything that could improve performance.
But I'm not sure how to get the tilemap information to paste into the Paster object at the beginning of each different level? Can anyone advise me how to do that pls?