CHAPTER 17
Faster Map Rendering
Any two-dimensional game is going to, at some point, have a separation between semistatic background content and dynamically animated foreground content. The background content can become a burden to the rendering pipeline, as it can easily consume megabytes of data as well as a hefty chunk of your rendering pipeline. In this chapter, I’m going to discuss a few strategies for overcoming this burden, providing trade-offs where your game may need them.
The MAP Object
You generally need somewhere to store your map data once you load them, and you start by declaring ...
Get HTML5 Game Development Insights now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.