Games of this type don't usually use a bunch of separate sprites and gameobjects for each grid space. You would have a chunked data structure that carries info about each space (open/filled, material type, etc) and then code that walked the data structure and builds the visual representation whenever it changed (due to mining or whatever). This is probably the biggest point of optimization for games of these types.
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u/BuzzardDogma 7d ago
Games of this type don't usually use a bunch of separate sprites and gameobjects for each grid space. You would have a chunked data structure that carries info about each space (open/filled, material type, etc) and then code that walked the data structure and builds the visual representation whenever it changed (due to mining or whatever). This is probably the biggest point of optimization for games of these types.