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Home/ Questions/Q 8207131
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Editorial Team
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Editorial Team
Asked: June 7, 20262026-06-07T08:54:18+00:00 2026-06-07T08:54:18+00:00

I’ve been trying various ways of creating a two-dimensional tile-based game for a few

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I’ve been trying various ways of creating a two-dimensional tile-based game for a few months now. I have always had each tile be a separate object of a ‘Tile’ class. The tile objects are stored in a two-dimensional array of objects. This has proven to be extremely impractical, mostly in terms of performance with many tiles being rendered at once. I have aided in this by only allowing tiles within a certain distance of the player being rendered, but this isn’t that great either. I have also had problems with the objects returning a null-pointer exception when I try to edit the tile’s values in-game. This has to do with the objects in the 2D array not being properly initialized.

Is there any other, simpler way of doing this? I can’t imagine every tile-based game uses this exact way, I must be overlooking something.

EDIT: Perhaps LWJGL just isn’t the correct library to use? I am having similar problems with implementing a font system with LWJGL… typing out more than a sentence will bring down the FPS by 100 or even more.

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  1. Editorial Team
    Editorial Team
    2026-06-07T08:54:19+00:00Added an answer on June 7, 2026 at 8:54 am

    For static objects (not going anywhere, staying where they are) 1 tile = 1 object is OK. That’s how it was done in Wolf3d. For moving objects you have multiple options.

    You can, if you really really want to, store object sub-parts in adjacent cells/tiles when an object isn’t contained fully within just one of them and crosses one or more cell/tile boundaries. But that may be not quite handy as you’d need to split your objects into parts on the fly.

    A more reasonable approach is to not store moving objects in cells/tiles at all and process them more or less independently of the static objects. But then you will need to have some code to determine object visibility. Actually, in graphics the most basic performance problems come from unnecessary calculations and rendering. Generally, you don’t want to even try to render what’s invisible. Likewise, if some computations (especially complex ones) can be moved outside of the innermost loops, they should be.

    Other than that it’s pretty hard to give any specific advice given so little details about what you’re doing, how you’re doing it and seeing the actual code. You should really try to make your questions specific.

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