Reputation: 19
I'm currently making an app for an assessment which generates a maze using Recursive Backtracking. It's a 25x25 grid maze, with each wall being a separate SKSpriteNode (I read up that using SKShapeNodes was not efficient).
However, there are about 1300 nodes in the scene, which is causing some frame rate issues, even on my iPhone X. It's currently idling at about 15-30 fps, which really isn't ideal.
Are there any ideas on how to either cache SKSpriteNodes to produce better performance? I'm probably overlooking many things, and not creating walls in the most efficient way but the frames seem way too low to be correct?
If anyone would be able to suggest or nudge me in the right location that would be a huge help.
Upvotes: 0
Views: 112
Reputation: 5618
I highly recommend using SKTexture
s for repeated, identical images. See Creating a Textured Sprite Node.
For optimal performance, create sprites before compile time and put them in a texture atlas in your asset catalog. For creating texture atlases, see the documentation for SKTextureAtlas
.
Upvotes: 1