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Large map/open world games?

I'm back with another noob support question, despite me being a moderator and this being a very small community atm. As far as efficiency/optimization is concerned, what's the best approach to making a really big open world, and then how do I actually implement it?? My stack:

  • OS: Windows 10
  • IDE: VSCode
  • Game engine: Haxe Flixel
  • Pixel art: PixiEditor
  • Map making: LDtk

I know how to just make one huge level, that's easy enough, but I've heard that might be inefficient memory-wise? I tried setting up multiple levels in LDtk, and importing each level into its own FlxTilemap. But then I couldn't figure out how to get more than one tilemap to actually display? Only the first one I add shows up. Maybe the second one is loaded but just hidden underneath it, but if so, how do I tell a FlxTilemap where it should show up? They seem to default to (0,0) and I didn't any method to change that. Or maybe you can just only have one tilemap in any given scene at a time? Would it be better to use the render method of the LDtk api instead of a FlxTilemap? I heard FlxTilemap is more efficient because it batch renders everything, whereas the LDtk api renders each tile as its own sprite.

One last question. When I switched from Ogmo to LDtk, suddenly I couldn't compile to Neko anymore. I get an Uncaught exception - std@module_read erorr. I can test the game in HTML5, but it's slower, and also for some reason the browser keeps caching old versions of the game so I have to clear everything to see any changes.

Places I've looked for answers so far:

Maybe the answer is actually in these sources, but I'm too much of an amatuer to see it? Either way, I'd really appreciate some advice!

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