Hello,
So I was wondering if there is any book, article, or personal opinion on some of the best ways to create a tile system for a tile based game using C++ (I'm using SDL, possibly OpenGL). What I mean is the best ways to abstract all the components to a tile map, reading them, and other optimizations that may help in the future and/or avoid personal problems you realized down the road.
E.g Finding out you couldn't support a huge map, or speeding up loading, collision, etc.
I know you can get by doing what most people are always taught when showing a tile map example, but I'm more interested in what a professional developer/team would do?. I'm just trying to figure out the best way structurally, most convenience, customizable, and efficiency wise. I haven't decided yet, but I might just read from Tiled Editor using either Lua or Json. Although, I feel like procedurally generating a map would be difficult that way? With that said the goal still remains on abstracting it all cleanly.
In Addition: Also, your thoughts on chunk systems and any great resources on accomplishing chunk systems (books, videos, articles, source codes). I also wanted to clarify there is no actual project yet as I'm finishing up my engine and ECS, so I'd like to have it as customizable as possible so if I need a hypothetical 10,000x10,000 map or a 50x50 map I have the option to do it easily.
Thanks!