These are chat archives for pixijs/pixi.js
@Alan01252 I have some experience with that sort of scenario (http://flatworld.level7.fi/manualStressTest.html hit start button).
The thing is that if you have a static background in the game (not too big), that scenario should be really easy (Basically you just move the background-container and you can probably use tilesprites to help you with constructing it too). If you have a huge background and can't simply move it around as such, but have to only show / render part (the visible part) of it at a time, then it's more trickier.
I will be happy to try to help you, but I can also say, that my time is quite limited currently, so don't expect me to be fast :D
@Alan01252 Oh. I have understood that in certain cases tilesprites are not that effective, but unfortunately I don't have good experience on them, as I couldn't use them in my own project :(.
I think what you basically need is just a good camera for the game. I'm not totally up-to-date on current pixi status, but I remember some talk of it, even added to PIXI. There was at least a project for PIXI camera, which might help you, if I just find it... :D
Is the background map manageable size? Or is it some humongous thing? :D
Oh one thing I did forget. I use only webGL, if you use canvas I'm not sure about the performance on that. I had issues with it :D.
This you can at least check: https://github.com/georgiee/lab-pixicam
I think also @ivanpopelyshev will also have a lot of experience on this with his gameofbombs
I have managed to make my map movement work with horrible implementation ^_^. Basically setting things visible or hidden, depending if they are out of the viewport or not. So I would say performance shouldn't be an issue for you either. It might require some work though.