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Many, many sprites and performance

by Rich Marinaccio · in Torque Game Builder · 08/12/2009 (5:53 pm) · 4 replies

I am going to be making a strategy game on a large hex map, and I'm trying to figure out if TGB can help me. I've run some simple feasability testing and I need some advice. I have read in the forums that you can only do hex maps with sprites in TGB.

I need a large hex map, 150*150 or 22500 tiles and I need the player to be able to zoom out to see a large part of it if not all of it. Just for kicks, I went ahead and simply added 22500 t2dStaticSprites using the same imagemap to the scenegraph in a regular grid formation. That's probably not the right way to do this, and as expected, the framerate after adding them all was about 1 fps. I also tried imagemaps of different sizes, and niether the size of the source bitmap or the destination size actually seemed to make a difference.

Normally, in a standard graphics library, blitting the same image around is not a big deal, especially if you don't need to update the information every frame. I figure there's got to be a better way to blit the same sprite all over the screen in TGB. Can someone enlighten me on how this is supposed to be done?

#1
08/12/2009 (6:58 pm)
Maybe two t2dTileMaps layered on top of each other?

Hex maps basically alternate their start points each row (or each column, depending on how your hexagons are oriented) and the tiles in a tile map need not be square. Therefore, you could use one tile map for your odd rows/columns, and the other (half a cell over) for your even rows/columns.
#2
08/12/2009 (7:15 pm)
Oh really? I guess I've been reading that tile map contents do need to be square. If not, having two staggered tile maps might be a good solution. I'll see if I can get that working tomorrow. Thank you.
#3
08/13/2009 (9:16 am)
Your suggestion seems to work. The problem is that I can't use filtering, because the filterPad trick only works with square tiles. Theres a dark line between each hex row. That means I can't zoom the camera in and out. I'll have to have a 'zoom in' view and a 'zoom out' view I guess, made with different size imagemaps.
#4
08/13/2009 (9:52 am)
On the other hand, If I size my hexes correctly, I could use pieces of hexes in a single rectangular tile layer using rectangular image maps. I just need stop thinking outside the box and think back *in* it. Nyuk, nyuk.