14.1. Visuals
In the previous chapter, you learned the best ways to deal with modest amounts of graphical content. By using geometries, drawings, and paths, you reduce the overhead of your 2-D art. Even if you're using complex compound shapes with layered effects and gradient brushes, this is an approach that performs well.
However, this design isn't suitable for drawing-intensive applications that need to render a huge number of graphical elements. For example, consider a mapping program, a physics modeling program that demonstrates particle collisions, or a side-scrolling game. The problem posed by these applications isn't the complexity of the art, but the sheer number of individual graphical elements. Even if you replace your Path elements ...
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