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Question by Romaleks360 · Nov 04, 2018 at 10:59 AM · instantiaterenderingoptimizationloadgrid based game

Best way to instantiate and render a grid of text

I'm making a kind of a pixel art game, where each pixel has its own unique number. Currently, I have a spritesheet with numbers from 1 to 32 (max colors amount) and I just instantiate a giant grid of sprite renderers - each pixel has its own number. It's faster than making a grid of text objects on a canvas and renders quite well on my mobile (smooth camera scroll with any picture resolution). But with picture's resolution of 256*256 load time takes up to 30 secs.

How can I avoid instantiating of such a big objects amount? I'm thinking about a single giant texture, where I dynamically place these sprites, but it will destroy my GPU, I guess. Maybe dynamically destroying/instantiating these sprites with camera movement? I think scroll will become really laggy.

Any ideas? I don't really know how to deal with such a big memory amount

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