![]() ![]() Perhaps the easiest way to illustrate the final solution I came up with is depicting what I like to call the "narrow canyon" problem. (Nice to have) Does not require special camera/view adaptations.Effortlessly handle a vast number of sprites and objects.Deal with multiple layers of height and narrow canyons to uphold 2.5D perspective illusion.Minimise taxing CPU-based depth sorting, such as depth order lists or depth=-y.Take advantage of the newly-introduced layer system (simultaneously giving more performance in-game and being easier to organise in the room editor).Let's begin with a list of goals that the solution had to achieve: In this tech blog I would like to walk you through that solution, explaining how it works for depth sorting. Discussions about depth sorting were a major topic, and I contributed by comparing different solutions, including one that I myself created (for those interested the post can be found here). The introduction of the layer system with GMS2 promoted the use of alternatives to the omnipresent depth = -y and its derivatives. Since releasing the first screenshots, the question I received the most is how I handled the z axis and depth sorting. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |