On Fri, Apr 24, 2009 at 1:37 PM, devon <[email protected]> wrote: > > > I haven't browsed the source code enough, but will either support very > large maps with high-res tiles well? Whats very large? thousands of tiles? Millons?
Tiless works (or will work) like this: For each layer, it builds one Atlas with all the images on the layer. That means 4092x4092 of sprites at most. Then it builds a VBO with all the vertex pointing into the atlas. Then for each layer it just draws the VBO. No culling. We have tried this with thousands of sprites with no noticeable speed cost. > IE does the JSON and xml loaders > load the whole map into memory? Yes. > Would I have to write my own loader/ > engine to be able to cache parts of the map when scrolling and not > load the whole thing into memory? Yes. > > btw, great work on both map systems. Cocos2d is really exciting for > python game development. thans. Lucio. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
