[quote:25tdsuvr]And that would work with the expected performances ?
You would most likely get a bit of performance increase I would guess. But still your program would have to keep track of all the objects.
With a tilemap you are working on 1 object containing a lot of tiles, but it is still one object and the benefit of that, is that you can assign a tile graphic which can be a lot smaller than the actual tile object. Meaning that you could make a tile object be 5000px x 5000px with 500x500 tiles of 10 by 10 pixels. And still maintain a near zero performance impact, due to the graphic it self not being more than an 1024x1024 image, and reused for all the tiles.
However the more loops you use to go through the tilemap will ofc have an impact as its still a lot of tiles. But comparing the tilemap in this case, which would be 250000 tiles all in 1 object, to have 250000 objects, which C2 would have to keep track of, the tilemap solution would work, where as the object solution would most likely kill your program performance. So I think regardless of how you organise your objects, you will never get the same performance as with a tilemap. And the more things you do that involve your objects the worse the performance, which I would guess will decrease rapidly, ofc depending on the amount of objects.
In my game Dragonhelm I think it uses a tilemap with around 70000 tiles for the world map which I do some generating stuff for at the beginning of the game, but its almost don't instantly and have near zero performance impact on the game it self afterwards, since its just 1 object and I don't have to loop through it all the time.