I'm trying to optimize the game I am working on. It's a space themed game and has an unbound layout. My stars and "radiation" layers are tiledbackgrounds using parallax. And to dress things up a bit I've added sprites of planets and nebulas.
My question is about the nebula. I've had my artist draw up a 1920x1080 image of a nebula on a transparent background. This doesn't seem very efficient to me. I'm only using the 1 nebula in the game, and its always in the same place on the unbound layout. So sometimes the player is over it and other times not.
I'd like to add a lot more nebulae and swirls of gaseous anomalies... would using a tilemap be effective for this? or are tilemaps for games with less detail? like blocky tile images?
I've read posts like: "It is not appropriate to use the Tilemap object to display large images. The tilemap object draws tile-by-tile, but can optimise if there are areas of the same tile. " So I was thinking I'd like to make a generic nebula tile map and then be able to draw a bunch of different shaped nebulae from it.
Anyone have any suggestions on how to do this? How to add more background elements efficiently?