Hello,
I have noticed, reading other posts, that the limit of a tiled map is 16.384 tiles (it’s a limit of vertex, not a limit of pixel). So, when I want to make a big tiled map (like 50x500 tiles) I need to split it into two parts.
In order to obtain the best performance, what is the best way?
Splitting the map into minimum parts (two parts in case above) or to split the map into a specific number of tiles?
Are there any advice for tile texture size? I use a texture 1152x1224 pixel for each layer of a single piece of map.
Are there any advice for tile level format? I use Base64 with zlib compression.
Thanks …do you have advice about my question above?
If I try my game on “Samsung GALAXY S5 mini”, the performance decrease with my big tiled map implemented as above.
Maybe do I need to split the map into more parts and disable programmatically the parts offscreen?
I use cocos creator, the question is related to the implementation of TiledMap in Creator (not in tiled).
I want only know the guidelines to implement a big tile map. Simply;
Is correct to split the map in multiple parts?
Is correct to enable/disable the offscreen part at run time?
That would be very helpful. May I suggest they also create a “Best practices” doc for each cc node?
For instance, how to work with tilesets, max size suggestions, how to properly load/unload them in order to get bes performance, and so on… This is something I’ve been asking for months and it will be very useful for all early adopters.