Friday, December 2, 2022
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swift – iOS – render pixels effectively


I am doing a pixel artwork drawing app. However having hassle with methods to render the canvas effectively. I am new to this type of in-depth graphic work, so the query may so foolish. At present, I am utilizing an `SKSpriteNode` for every pixel however this does not work nicely on each time and house. For house, a single layer of 256*256 already makes use of ~30MB for the nodes
When there are modifications, I ship an array of pixel coordinates and the colour to the SKView and replace these pixels. Nonetheless, SpriteKit redraws the node instantly when it modifications, so when there are 100 pixels modifications, as an alternative of updating all of them and redrawing solely as soon as, it redraws 100 instances and this actually kills the efficiency.

I am utilizing SpriteKit as a result of it makes use of Metallic behind the scene which is meant to be performant. Is that this the fitting route? Might somebody please counsel a greater strategy to deal with this?

Thanks

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