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Question by ashking · May 04, 2014 at 10:54 PM · optimizationspritestileefficiencyprocedural-generation

a ton of sprites vs sprite-tiling on one object

I've created a procedural level generator. It's basic. It dumps out a bunch of single-tile sprites to make a top down level (wall sprites, floor sprites).

I'm wondering if that's going to create any significant problems with efficiency? On one hand, it's not very elegant. I've seen procedural levels in 3D games try to group it under a single mesh renderer. But on the other hand, they are just sprites. And on top of that, there's no built-in solution for sprite tiling, and I'm not sure that any of the third-party script solutions are really about efficiency. Convenience maybe. But if I'm generating and laying down tons of tiles procedurally, that's convenient enough for me.

I probably wouldn't have more than a few thousand sprites in the level total, and a few hundred on screen at once.

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