i’m making a game what includes a top-down word that the player can walk around in. naturally, this necessitates a decent-sized map to give the player room to explore a bit if they so desire. when testing it became clear that 1 singular large tilemap would not work, as a relatively small map was already noticeably lowering performance from the engine cap of 1000 to 500 frames. so of course, the common industry workaround to that is to split the world into chunks and load/unload them as needed.
my question would be how does one do that while not making editing the tilemap too difficult (for example, creating several tilemap objects, as they must be edited and joined separately) and while not creating discrete loading screens, as that would hinder the flow of the game.
what are some of the different methods to solve this as well as their drawbacks?
i’ve tried making a second tilemap for the use as the display while the primary remains hidden with the data, but the engine is spitting out a lot of errors when i set tiles on coordinates that are 0 (SetGridShapeHull: unable to set hull [x] for shape [y])