CHAPTER 17

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Faster Map Rendering

Colt “MainRoach” McAnlis, Developer Advocate, Google

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 ...

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