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Thread: My solution to the overlapping issue in isometric worlds.

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  1. #5
    Yay, a response.

    Well ... i don't really see what you mean. GroundSizeY ranges from top to bottom for every Y.
    If it's one more or not doesn't really matter to me. Personally, in my arrays i like to have one additional one,
    just to be safe. It's not exact, but it's not really relevant in most cases.

    Well ... you think there's nothing wrong with sorting and that's okay, but i don't see a need for wasting time with it,
    when there's a much faster way that's also really easy to set up.
    I tend to trade pages for cycles ... and that's the outcome of it.

    I don't really understand what you mean. It's not irrelevant if a person can or can not see a difference.
    Small parts of a code can have a big impact on runtime performance and that's relevant. I understand that nowadays most people
    don't care about their slow code, but that's not something i am happy with.


    I understand that you think that you need to do that, but you don't. With my approach, no additional sorting at all is needed.

    Why would you want to go through the list and compare Z order, when the Z order is obviously there already ?

    You render back to front and go from the top to the bottom of the Order-List.

    You don't need to stick to tiles, btw. You can add anything to the list.
    My "humans" are in it too. I use it for everything on screen, obviously,
    because it's so straight forward and easy.
    Last edited by Solstice Project; 10-11-2013 at 07:02 PM.

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