CGE 2D game development road

Note that I just made another batch of optimizations to our Tiled rendering, Big improvements and optimizations for Tiled maps handling in TCastleScene – Castle Game Engine . I encourage to try it out. And please report more exactly – testcases you make, plans you have, lacks in current API. Then I can address it better :slight_smile: We’re not perfect, but I need a better description of the issues you have with current solution (ideally, a reproducible test program) to fix them :slight_smile:

As for drawing yourself: See:

Drawing using TDrawableImage is relatively trivial, it is really just loading and drawing a simple 2D image. You draw by overriding TCastleUserInterface.Render or TCastleUserInterface.RenderOverChildren methods and placing there various calls to draw things. This means:

That aren’t that many examples of using TDrawableImage because, as CGE high-level API gets more capable, the valid use-cases for TDrawableImage are more and more seldom :slight_smile: Whether you want to draw images in UI, or in viewport, 2D or 3D, or sprite sheets… all these cases are covered by better approaches now, and these new approaches also allow to design stuff in CGE editor. So TDrawableImage remains now mostly for “really special purposes when you have a valid reason to implement rendering using images yourself”.