The tag has no usage guidance.

learn more… | top users | synonyms

1
vote
0answers
23 views

Why it takes some time to update the sprite draw order in libgdx SortedIteratingSystem?

I have a rendering system that extends SortedIteratingSystem and created a comparator to sort the sprite draw order. But the problem is when I update the z index, it takes some time before it changes ...
1
vote
2answers
28 views

How to handle Tilled Map z index order with player in libgdx?

The below 1st image is the example how I render tiled map with player, I can properly change the player z index, If I want to make the player below the box i just set the z index to 0. But the problem ...
0
votes
0answers
51 views

A few questions about Order Independent Transparency

I've been looking through several different Order Independent Transparency algorithms. But very few of them seem to answer a few things. I understand that the idea of OIT is to not worry so much ...
1
vote
0answers
40 views

Having problems drawing entities the right way in my isometric game

I am making an isometric game where I have moving Entities's not bound to tiles, and a 3d ArrayList map which is populated by Block's which forms a tower-like structure in the middle of the map. My ...
1
vote
2answers
56 views

How to make a Sprite be displayed always behind everything else?

What I am in need to achieve is to have a Sprite always facing the camera identically to what happens with any simple game UI object, but instead of always displayed above everything else, it should ...
5
votes
2answers
206 views

Drawing circles at the background of a 3D scene and updating their size

So, here is what I am trying to do in Unity 5 (using C#). I want to draw a a 2D circle at the background of a 3D scene and apply a texture/image to fill it. Just like it would be if the circle was in ...
2
votes
0answers
64 views

Efficient mobile rendering order, given transparent vs. non-transparent objects

I'm interested to know how others would do / have done this. Part 1. Constraints. My current renderer is being built to support OpenGL ES 2.0 primarily and so aims for performant mobile as well as ...
1
vote
1answer
106 views

Drawing order of 2D tiles with 3D bounding volume

I'm wondering which algorithm was used to draw the sprites of the video game Commandos in the correct order. Each sprite has a 3D bounding volume (either a polygon or a cylinder), this is how the ...
3
votes
2answers
1k views

How do I determine the draw order of isometric 2D objects occupying multiple tiles?

My current sorting method works only for objects that occupy 1 tile and fails for multi-tile objects. For examle, the bed in the above picture occupies 1×2 tiles, and the sorting fails. Also that bed ...
1
vote
2answers
124 views

How can I draw sprites in layers based on their Y position?

I am trying to figure out the most efficient way to draw sprites in a way that they layer properly based on their Y position. Lets say I have four objects of the same class named A, B, C, and D, and ...
5
votes
1answer
333 views

Multiple SpriteSheets break batching

The problem: I can't fit all my 2d animation sprites for all units and environment in 1 spritesheet. Everything batches fine until I use two spritesheets... I noticed the following : all units from ...
2
votes
0answers
570 views

How do I do 2D z-index parallax in Unity3d? [closed]

I am new to unity3d and want to develop a simple game like crazy cabie. I have to implement a z-index parallax for moving sprites towards the player and generating new sprite at the farthest z-index. ...
2
votes
2answers
2k views

Sprite draw-order in libgdx

From other frameworks I know methods for easy ordering sprites within a spritebatch (to determine if a sprite has to be drawn in front or behind another sprite). For example in MonoGame/XNA this is ...
1
vote
1answer
645 views

How do I use tiles and sprites together in an isometric scene?

I'm trying to write a 2D isometric scene. Rendering order is complex, since both tilemaps and sprites are different concepts. Rendering one of the 2 before the other will draw the scene incorrectly. ...
1
vote
1answer
302 views

Given face normal and vertices of a triangle, how to find the acyclic order of vertices?

I'm in the process of constructing a custom 3D triangle mesh. I found the vertices of the triangle in the 3D space and it's face normal. How do I find the acyclic order of vertices? If I draw the ...
0
votes
2answers
985 views

DirectX11: Drawing multiple objects

How can I draw many different objects on screen at once, with multiple vertex buffers, using DrawIndexed()? (Drawing the same object is simple, and I'm not looking to instance) ...but I am looking ...
0
votes
2answers
342 views

How do I draw a sprite on top of a video in Andengine?

I'm playing a video in Andengine on @Override protected void onSetContentView() {} However, when I place a sprite on the screen at some point in time, it is placed behind that video view. I want it ...
1
vote
3answers
331 views

Rendering order

In this thread Rendering a model with transparent or translucent uv map applied doesn't work , I asked about what was wrong with my model that the transparency wasn't working. I've got an answer ...
0
votes
1answer
497 views

Tile Maps and vertexZ order for sprites

Here is the setup. I have a orthogonal tile map made with Tiled. There are 5 layers. The bottom 4 comprise the background, while the top layer is the foreground that I will refer to as the “tree” ...
7
votes
2answers
387 views

How do I handle game objects with two depths?

I want to be able to do what you see in the image, but with a single wall. The player should be able to walk on either side of the same object. That is, the same wall is below the hero when I go down ...
1
vote
1answer
351 views

Painter algorithm on transparant objects

Why do you have to use the painter's algorithm when drawing transparant objects ? Can't you just use a z-buffer, draw all non transparant/opaque objects, then draw all transparant/opaque objects last? ...
0
votes
1answer
479 views

How to update “dynamicVertexBuffer” correctly with “setdata” on XNA?

I developed a small 3d games xna and uses a "DynamicVertexBuffer" and "DynamicIndexBuffer" to store and draw my vertices. Everything works fine, but my problem is the "Update" function where I update ...
1
vote
0answers
797 views

Best depth sorting method for a Top Down 2D game using a 3D physics engine

I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual ...
0
votes
2answers
463 views

How many Fringe/Base layers in a 2D map editor?

I'm creating a highly flexible 2D tile-based map editor in XNA to make some of my future projects easier (will work for side-scrollers and top-down games). This editor can work with any sized tile. ...
12
votes
4answers
2k views

How do I determine the draw order in an isometric view flash game?

This is for a flash game, with isometric view. I need to know how to sort object so that there is no need for z-buffer checking when drawing. This might seem easy but there is another restriction, a ...