I'm going to be using sktilemapnodes for my 2d iOS platformer. What is better or more efficient?
Using a single size sktilemapnode that is the entire level or breaking the area up into multiple sktilemap nodes.
Example: I have 3 layers of backgrounds that I'm going to use for a parallax background effect.
1st Layer (furthest back) is just a gradient sky. I have it broken up into 512x512 px tiles. I only have 8 different tiles that can be used as a 1x8 grid of tiles. I could then continue this pattern left/right or up/down in order to have the sky be as large as I need it to be.
Question: My question is whether I should use 1 tile map node for the entire sky, or if I should break it up into smaller chunks that are repeatable (like the 1x8 grid). If I break it up into smaller chunks I wouldn't need it to be so big, and as the camera moves around in my game I can move these chunks around.
I'm wondering if this would consume less resources this way.
2nd Layer are hills. I have about 8 different tiles that are 128x64 px each. I can arrange them into a repeatable pattern to my liking. So again I can have a tilemapnode that is the size of the pattern that I can repeat, and I can create multiple nodes or I can just create the entire map in 1 node.
3rd layer is a little different because it is basically a pattern image of trees that holds 27 512x512 px tiles. 9x3 grid. But again, I can use 1 node, or multiple.
I'm just concerned with efficiency. What is going to give me the most bang for my buck so that I can have room to process other game objects. This is just the background u know....
With the Tilemapnode, I'm not sure if tiles that are not visible are not processed each cycle or if I need to do some sort of check manually. I want to have the options of having massive maps on certain levels. I'm new to using sktilemapnodes, so I'm trying to figure out how I would use them in the most efficient way possible.