I’m currently trying to combine the inbuilt Physics Engine and TileMap classes to create the levels for my physics-based sidescroller. These functionalities work fine seperately and there is no slowdown. However there is major slowdown (down to 15fps for a long time) when I try to combine these two steps, after creating the tilemap I try to place a physics body for every non-blank tile on the tilemap layer.
for (int x=0; x < 80; x++) //width of map
for (int y = 0; y < 24; y++) //height of map
auto spriteTile = wallLayer->getTileAt(Vec2(x,y));
if (spriteTile != NULL)
PhysicsBody* tilePhysics = PhysicsBody::createBox(Size(30.0f, 30.0f), PhysicsMaterial(1.0f, 1.0f, 0.0f));
tilePhysics->setDynamic(false); //static is good enough for walls
As you can see I am basically bruteforcing it, the map is size 8024 tiles and each tile is 3030 pixels big. Is this inefficient with memory, and is is there a better way to assign physics bodies to tiles?
Note: wallLayer is the layer of the tilemap the tiles are on, and most of the space there is blank, so I don’t think the number of tiles is the problem.
Any insight would be helpful, thanks