Pieces can be rotated through the Can Rotate trait or by sequencing through layers showing the piece in various rotations. For a game using a hex grid and pieces that can be rotated having six valid facings, I was wondering about the advantages and disadvantages of each method.
- With layering the module designer will need six separate images for each piece vs. one for the rotate.
- Rotating pieces might cause some unexpected distortion vs. layering.
- With layering it’s probably easier to display text and symbols on the piece right side up regardless of the rotation.
- I would guess referencing the rotation (facing) would be no more difficult in one vs. the other.
- Layering will have more images in the module.
- Rotating will require runtime calculations to transpose the image.
Is there much of a performance difference between more images vs. runtime calculations?
Are there other considerations?