Okay, for example i have a game without any tiles no more.
Let's imagine we have a basic class mapObject, or sth like that. We have an std::vector<mapObject*>,where we can hold objects of inherited objects like tree, bush, house or stone etc. Each object holds it's coordinates and size, key of texture and so on. Is it efficient solution? I mean, we can draw these objects on map using for cycle, check collisions with player etc..
Sorry for my bad English, sure you got what I mean.