So i’m working on a game with someone else which is a 2D digging game, right now we handle the generation by making each block a sprite but that feels like a disaster waiting to happen. In godot, is there a way to render multiple sprites with as few performance hit as possible.
to give further information, each block have an atlas with different variations we load the texture then randomly pick on of the sprites in the atlas
I want to know if godot have a class or node that make this possible
Currently we’re using sprite2D per block which is eating memory, but stable at least i want to ask a question about each method:
For TileMapLayers it seems the most easiest since it can handle tile manipulation and collision but what about generating, it feels like it will cause a hick up
For MultiMeshInstance it seems most performant but it will only take one texture and repeat it no? unless there’s a way to change the data
For Rendering Server what are the methods that could help with this?
One possible optimization here is to implement the destructable terrain as a quadtree. Instead of creating a massive grid of sprites, the soil begins as one big sprite. This is subdivided into four quarters only as necessary when it is damaged. Continue subdivision as necessary. Final results will depend substantially on gameplay patterns (I.e. how much terrain is typically destroyed)
there are plans to have enemies in different part of a chunk so i’m not sure if oct tree can do that also this is a digging game with biomes and ores that you can mine ass you go down