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Home/ Questions/Q 7195897
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T20:40:20+00:00 2026-05-28T20:40:20+00:00

I’m going to start programming a 2D tile-based game in Qt and read about

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I’m going to start programming a 2D tile-based game in Qt and read about the QGraphicsScene and QGraphicsView classes which are intended for displaying and handling lots of 2D objects.

My question is that will it be feasible to create a world with lots of tiles using QGraphicsScene? Can I add the whole world at once tile-by-tile or should I try to implement something to restrict the area a bit? I’ve read that QGraphicsScene can handle “thousands of items” but a 2D tile map can easily get really, really big (200×200 tiles? not that many, but that’s already 40,000 objects which is a lot).

The map is also going to be pretty much static so it might be possible to draw it as one big pixmap but this really prevents you from using all the fancy stuff in QGraphicsScene like handling mouse clicks on independent items etc. On top of that I’m going to draw the player, the NPCs and so forth which will not be aligned to the tile grid. Are there some optimization stuff for using lots of static objects and some dynamic ones on top of them?

Is using QGraphicsScene and QGraphicsView even a good idea at all or should I try to look for an alternative inside Qt or maybe a different, more game-oriented library?

Thanks in advance

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  1. Editorial Team
    Editorial Team
    2026-05-28T20:40:21+00:00Added an answer on May 28, 2026 at 8:40 pm

    You should use QGraphicsView.

    The 40,000 Chips int the Qt Documentation is your best example to closely examine. It deals with the complexity of large numbers of elements, drawing them at multiple scales and a lot more.

    Play with the example and you will see that all the chips actually make up a large photo if you zoom out and that you can select, and drag and drop multiple chips at any view, or you can zoom in enough to see some text on an individual chip. It will take time to understand each part, but this is a very thorough example to look into.

    In the chips.cpp source, it shows how it can still run quickly by using a “LevelOfDetail” or lod variable switch statement based off of the transformation stored in a style option.

    Qt Graphics View has been optimized to do a lot of the things you have talked about in your question, but it takes a while to understand how to approach it.

    If you are still having issues with the size of the map you want to use, I would store tile layouts on the harddrive and load the ones you need when you need them, and remove the ones you don’t need off of the scene as necessary.

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