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How to draw a tile map with SFML?
I don’t profess to know much in terms of SFML, but I assume there is some sort of surfaces/canvas system in place. What you could do is write a method that draws static tiles to a surface, once. Then output this surface once each frame of the game.
How many tiles do you need to draw a tile map?
However the only way to know for sure is to test it. Also you need to realize that even if your map has 1000×1000 tiles, you will only be rendering 10×10 worth of tiles per frame because the rest of the tiles are outside the screen.
How to draw a tile map in C + +?
What you could do is write a method that draws static tiles to a surface, once. Then output this surface once each frame of the game. This means there is no need to repetitively output tiles every frame in a tile by tile fashion.
What to do when a tile needs to be updated?
If a tile needs to change, simply overwrite the relevant part of this surface with the updated tile data. In other words, you leave everything that is static alone and only target areas that require updating. I agree with Alex Z in that with modern/mainstream hardware rendering 5 screens worth of tiles should not be too slow.
How many tiles are in a tile map?
Also you need to realize that even if your map has 1000×1000 tiles, you will only be rendering 10×10 worth of tiles per frame because the rest of the tiles are outside the screen. If you want to make your current structure more optimized, you should store each of the sprites in your sprite sheet as seperate sprites in an array.
How to avoid frame rate problems in SFML?
//pseudo code sprite.move (100 * ups); So every update your sprite will move for the same distance. With this approach comes the danger that if you’re not limiting game loop, your CPU will be working at high load, even if it’s unnecessary. Unfortunately way to prevent this situation requires more complex game loops.
How can smooth movement be implemented in SFML?
Smooth movement can be easily implemented because logic runs at 60 updates per second, so if you want for instance sprite to move about 100px you need to divide this by 60 or in example above multiply with ups variable: //pseudo code sprite.move (100 * ups); So every update your sprite will move for the same distance.