I am trying to draw a large isometric tilemap as effeciently as possible. I previously tried using spritebatches but discovered this impractical as I had a camera function that would change the x,y position of each quad/tile every time wasd was pressed.
So, I was wondering whether drawing large numbers of tiles using l.g.draw(texture,quad) was more effecient/faster than just using l.g.draw(image)?
Alternatively, would only running the l.g.draw() function on images that are within the confines of the users screen increase the performance? For example, instead of
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for i=0,1000,1 do
love.graphics.draw(image,x,y) end
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for i=0,1000,1 do
if x and y are within the screen then
love.graphics.draw(image,x,y) end end
Thanks so much for your time and any advice you may have!