On Wed, Oct 6, 2010 at 10:01 PM, Crispin Wellington
<[email protected]> wrote:
> In fact an even better way would be to keep a static set of tiles on the
> screen, not move them, and instead change the images on them to reflect the
> tile, rather than moving the background tiles around. That way the dungeon
> map can be as big as you like without needing any more tiles.

This sounds interesting. I did things the way I did because I read
about the performance penalties of shuffling sprites between batches
and groups. I guess I assumed there would be a performance penalty for
changing the image in a sprite too, but it occurs to me that updating
~500 onscreen sprites with new images could easily be more
efficient/better than storing 40,000 sprites in memory.

Very good advice, thanks again

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