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I'm creating a level editor for a Nintendo game that uses tile-based rendering. My current idea is:
Only doing one layer, which has 94,640 tiles alone, makes it run at 10 FPS. It'll likely be even slower when I added the two additional layers and be well over 100k tiles. How can I handle this more efficiently? It's not a memory problem, as the textures are cached and the process is only 100 MB, but a CPU problem. It's doing this inside the |
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If you're not viewing all 96k tiles at once, you should look into virtual scrolling built into ScrollArea or something like infinite scroll. You only need to draw what is visible in the viewport. |
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show_rows or show_viewport instead of show