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” ...
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? ...
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 ...
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 ...
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. ...
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 ...