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When you do set the arrays, here: func duplicate_values(originator:Route): origin = originator.origin destination = originator.destination totaldV = originator.totaldV totalt = originator.totalt dVBudget = originator.dVBudget tBudget = originator.tBudget tdVRatio = originator.tdVRatio nodes = originator.nodes # <- here ...


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I would implement a Z level system: create a draw_texture function that takes the Z level of the object (which could be determined by its position), and instead of rendering, store the texture and src/dst rects in an array representing the Z level (you could have one array for each level, or a matrix, where each row would be a Z level). Then create a ...


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Looks like its a handedness issue, in 3d graphics the choice of which axis is called what is kind of arbitrary (to a point) and there are a couple of different common standards. Unity uses the left-handed, Y up, but other software, particularly 3d modeling software like blender, use right-handed, Y or Z up. Freya Holmér made this really great reference image ...


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