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Look into performance issues #8

@DOSull

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@DOSull

the Tiling.make_tiling() is quite slow, for various reasons

  1. Maybe we don't really need to store tiles to allow for rotations? it can be a lot more tiles than are used
  2. We gridify the tiles (this is required)
  3. We dissolve them into a giant multipolygon
  4. We explode them to visual elements

In addition step 3 causes issues with tile elements that link across tiles (e.g. the 4.8.8 tiling).

Is there a workaround, or higher performance option? Or 'draft mode' that would allow for more rapid prototyping?

Thoughts:

  1. Dissolve within region zones may be desired in most cases?
  2. What would the implications be of abandoning the all orientations storage option?
  3. Other?

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