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Map size vs. efficency


Lomaz
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Hello! I was just wondering roughly what determines the FPS between two different maps generated with Tiled.. is it size? number of layers? number of spritesheets?  some kind of subset of those?

 

Just noticed I have 2 maps, and though they are close in size 60x60 vs 50x50 the smaller runs a bit slower, and when I increase the 60x60 up to 240x240 I don't see much of a chance.. maybe because all the newly added area is white space?

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The reason why larger maps might perform better is because Phaser uses quad trees for things like collision detection and probably other things. A quad tree basically reduces the load by not performing operations (such as collision) between objects that are far enough away from each other. At least that's my theory.    

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