- Home /
Tileset, large maps and game object
I'm working on a grid game. Before getting myself deeper in to game mechanics, i would like to implement a efficient "rendering" engine.
My first basic approach was to make every Floor tile as a GameObject (with a sprite renderer on it).
Then create a list of Wall, also game objects and then enemies, items etc.
All those items are naturally rendered by unity, and when the moving action takes on, they obviously move on the camera view.
Nice, okay. It works.
But i imagine some problems starts to get out when the map starts to get big (200x200 maybe) for a total of 40k floor game object elements, plus walls & enemies.
So, what can i do?
I was thinking about handling all the game logic with a grid engine behind, and then draw sprites for floor (most massive ones, walls enemies & stuff can stay as gameobjects i think).
Is this a correct approach? How can you handle a situation like this?
Thanks
Your answer
Follow this Question
Related Questions
Creating Cubes with Jagged Edges 3 Answers
How to stack components on a Tile/Tilemap 0 Answers
TileMap.GetTile not working as expected 0 Answers
Any resources for using grid/tile data structures with terrains? 1 Answer
How do you save a seed? 1 Answer