Sep-02-2022, 03:07 AM
UPDATE:
I went with the try/except route. Works fine. I've used that local list for drawing and updating too. I discovered a fun fact. Using
Atom crashed when I tried to generate a 1000x1000 map, but 100x1000 worked and now with 100,000 tiles there is still no hint of lag. Pretty happy.
I went with the try/except route. Works fine. I've used that local list for drawing and updating too. I discovered a fun fact. Using
sprite.Group.update()
on a huge group, even if most of the sprites in the group don't even have an update section is resource intensive. Who knew?! lolAtom crashed when I tried to generate a 1000x1000 map, but 100x1000 worked and now with 100,000 tiles there is still no hint of lag. Pretty happy.