WASD to look around and scroll to zoom in/out.
I made a tile render that can render over 3000 tiles in real time, and as far as I'm aware it's the fastest tile renderer anyone has ever made. This is a project that renders tiles by reading a list of values which is filled with numbers corresponding to the texture id of every tile on the map. Essentially the way it does this is by splitting it into rows and rendering the map row by row. This is done through the use of stamping, which is a part of the pen extension. The map is made up of 199809 tiles, so it's just not reasonable to render all of them at once. We can optimize it by removing all tiles that are offscreen and thus cannot be seen. This already gives a massive boost in performance, but now the main limiting factor are the calculations requred to get the tiles to their correct position. What we can do to maximize performance is to only use a single change x/y by tile size block (so we move to the horizontally or vertically by 1 tile) rather than other more round about ways. Another optimization is... using an illegal block called "for each". It cannot be found within the normal editor, so I backpacked it from a project called "Illegal blocks!". What it does is it increments a given variable and exectutes the code inside it untill the variable reaches a specified treshold. What this block allows us to do is to save a "change [variable] by (1)" operation. Since this operation would be used once for every tile we are trying to render, it quickly adds up and saves around 10% of time. There are also many other optimizations small optimizations like precomputing values we know we're gonna be needing a lot and storing them in variables or only switching to the big costume for tiles we know are gonna be affected by the offscreen limit.