Abstract
Any two-dimensional game is going to, at some point, have a separation between semistatic background content and dynamically animated foreground content. The background content can become a burden to the rendering pipeline, as it can easily consume megabytes of data as well as a hefty chunk of your rendering pipeline. In this chapter, I’m going to discuss a few strategies for overcoming this burden, providing trade-offs where your game may need them.
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© 2014 Colt McAnlis
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McAnlis, C. et al. (2014). Faster Map Rendering. In: HTML5 Game Development Insights. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-6698-3_17
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DOI: https://doi.org/10.1007/978-1-4302-6698-3_17
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4302-6697-6
Online ISBN: 978-1-4302-6698-3
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