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Assume that you have an Empty Object, which holds a Canvas. This canvas has 2 Image component, Background and ScoreUI. Background is just an image for background, a nice picture. ScoreUI is aimed to ...
ihatec's user avatar
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1 vote
0 answers
218 views

I just managed to implement my Sweep and Prune algorithm together with AABB and it's working correctly in the first axis (I haven't implemented second and third yet to complete the collision detection)...
Zoler1337's user avatar
2 votes
2 answers
454 views

I'm creating a 2d isometric game that uses topological sorting to correctly depth sort all of the oddly-shaped isometric objects. I spent a lot of time writing this from scratch, and it works great. ...
Andrachie's user avatar
0 votes
1 answer
318 views

I am working on kart racing game. I have created a series of respawn points (Node3Ds) for when a player falls off of the track. Currently, I am trying to get the closest respawn point to the player ...
mjbelanic's user avatar
0 votes
1 answer
123 views

I’m working on a project to display molecules with DirectX that I’m updating regularly to add visual effects. The one I’m working on is simple: display a flat transparent hexagon that match a ...
philB's user avatar
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2 answers
372 views

I'm using this program called Quadtastic which is a sprite sheet management tool that lets you define quads on a sprite sheet, name them, etc, and export to metadata with those names (+ position, size,...
Garflington's user avatar
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0 answers
348 views

I'm trying to implement a method for sorting my renderable items before drawing them into screen. To do so, I have been tinkering with the idea of using an 64 bit key to store the state of each ...
Devem's user avatar
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3 votes
1 answer
615 views

I'm having a lot of trouble sorting it in such a way that it works with a moving entity that is "taller" than a "block" size in this map. I've recorded my problem here: https://www....
RadicalRaid's user avatar
0 votes
1 answer
293 views

The game is card game. The only results I get is wins and TGP (total games played). Losses = TGP - wins. I want to rank the players in the most fair way without making it too complex. What I have ...
Janis Taranda's user avatar
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0 answers
157 views

I need advanced blitting options in my game. It's a 2D game that has trees' sprites along with the player's sprite. I want that every tree sprite to be displayed either in front of or behind the ...
Salem's user avatar
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0 answers
23 views

I provided some screenshots to display what I'm talking about. The blue tile is a sprite, and the bushes are made from tilemap, each being 4 16x16 tiles. My transparency sort axis is set to 0,1,0. I'...
SethD02's user avatar
0 votes
2 answers
447 views

I'm writing a sorting algorithm for a tower defense mobile game. As a quick synopsis, I have a "tower" that can shoot at incoming threats that are within X distance from the base of the ...
Tyler Beauregard's user avatar
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1 answer
787 views

From what I understand, in order to show all elements of a 2D game in the proper way, I need to render them in order, from the further away from the camera to the closest. So I should sort them by ...
Gian's user avatar
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1 vote
1 answer
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I'm new to Unity and C#, so I'll try to be as thorough as possible. I'm working on an objectives menu for my game (in Unity) and I'm not sure how to implement a behavior I'd like it to have (the ...
Hyperific's user avatar
0 votes
1 answer
190 views

I'm creating an infinite runner game in which you control several characters at once. Right now when you press the spacebar, they all jump at once but, I want them to jump at separately, one after ...
yasko kai's user avatar
0 votes
1 answer
779 views

I have a particle system that draws a blood splat. I have a Tilemap that represents terrain. However, the blood splats, which are on a sorting layer in front of the terrain, are somehow rendered both ...
slerfsterdn's user avatar
1 vote
1 answer
875 views

Please help me getting understanding how did they sort polygons in old games from the eighties. They did not use z-buffer or anything like this, thats for sure. Please look at the screenshot. How ...
fitnezz's user avatar
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0 votes
1 answer
2k views

I am working on custom 2D engine for a game. I am having trouble figuring out a working system for sprite drawing-order sorting for this specific game. Game description: 2D Top-down perspective ...
Riva's user avatar
  • 171
2 votes
1 answer
2k views

I have a weird thing happening, that I can't quite explain. I have two scenes, my starting town, and an Arcanist's shop. When I go into the Arcanist's Shop, the Arcanist NPC stays on the same ...
Thomas Hutton's user avatar
0 votes
1 answer
196 views

I have three game objects each with an individual score. I was wondering how I should go about sorting these scores in ascending order. I want to also give these objects a position based on their ...
dripdrops's user avatar
0 votes
1 answer
516 views

I have a list of paired integers, every nth integer paired with every nth+1 integer. I'm trying to sort the list such that the pairs form a chain. For example: Input: {12,72, 38,2, 72,38, 2,12} ...
IanLarson's user avatar
  • 811
0 votes
1 answer
319 views

Since yesterday I got a bit into game development with Unity (i've never done game development before), and I am currently making a small 2D game. I am attempting to rearrange the various layers in ...
ImJustACowLol's user avatar
1 vote
0 answers
770 views

I have a 13 cards and sort button. When I click that button, I want all the cards of each suit to be grouped-together on screen. So if I have 4 diamond cards in my 13-card hand, all 4 diamonds must ...
Deepak Gaurav's user avatar
1 vote
1 answer
850 views

I am working on a 2D game engine in C# using OpenGL. I am trying to find a collection to satisfy my needs for sprite ordering, and I can't seem to find the combination of performance and functionality....
ForeverZer0's user avatar
0 votes
0 answers
58 views

I am making a 2D topdown sprite game. I got myself a controller script that handles input and makes the character move/attack etc. I eventually added objects you could walk in front of or behind, like ...
Nap D. Lover's user avatar
0 votes
1 answer
2k views

I am trying to triangulate a set of points using a very simple approach where a base vertex is chosen, and then every other vertex is joined to its neighbouring vertex and then back to the base vertex,...
jjmcc's user avatar
  • 233
0 votes
1 answer
239 views

This might be too primitive, but for my use case, I need to maintain an array in which two attributes are linked to each other... For example - If I want to do Score gathering... Then I need an array ...
ViNk's user avatar
  • 140
0 votes
1 answer
828 views

If got an Entity Component System based game-project (like classic zelda). The Player as well as Enemys are Entities with sprite- and tranform-components. The Weapons are also Entities with sprite- ...
EchtFettigerKeks's user avatar
2 votes
1 answer
1k views

I am trying to create a crafting panel that sorts the list of items you can make alphabetically, yet I cannot figure out why .Sort() is not working. What I have ...
rackemup420's user avatar
0 votes
1 answer
547 views

I have created a comparator class called DistanceSquaredComparator and implements it with Comparator<Entity>. Then in the ...
ronscript's user avatar
  • 501
0 votes
0 answers
281 views

I have 3 layers of objects in a game that I am working on. The layers are the "map" layer (Background), "UI" layer (Labels, etc), and the "Object" layer (Movable objects). I am working on a 2-D game, ...
PearsonArtPhoto's user avatar
0 votes
1 answer
331 views

I can't figure out how to set it. I thought it was a setting on the sprite renderer but it doesn't seem to be there? Google isn't turning up any results.
dave's user avatar
  • 113
0 votes
2 answers
12k views

I have a 2-d game that I am making, using 3-d assets, including TextMeshes for text. I have decided that in some instances, I would like to have the TextMesh appear behind objects in the foreground. ...
PearsonArtPhoto's user avatar
7 votes
1 answer
774 views

I have a collection of 2d objects with transparency. Each object has a depth value to determine draw order and a material. I'm trying to batch them in an optimal way to minimize draw calls. Assume ...
Pris's user avatar
  • 904
4 votes
1 answer
1k views

I'm doing a light engine (c++, using sfml), and to connect the light vertices, I thought about drawing a triangle fan. Here is a representation of a triangle fan (sfml documentation): The points HAVE ...
Riptide's user avatar
  • 292
3 votes
1 answer
1k views

I am rendering a world, object, and models from an older game format. The world is presented in a BSP tree so I can quickly iterate through. The opaque surfaces are rendered front to back. Then ...
user923's user avatar
  • 171
1 vote
1 answer
590 views

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 ...
h3k's user avatar
  • 11
4 votes
1 answer
143 views

I have made a game that consists of a pyramid of hexagons with numbers from 00 to 99 randomly positioned in groups of 6, 10 or 15 elements. Now, I'm working to create an auto-solver but for the last 2 ...
the-alchemist's user avatar
6 votes
2 answers
10k views

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 ...
Matthew's user avatar
  • 399
1 vote
1 answer
343 views

I am making a Pokemon Clone, using libgdx. I have the different types of sprites: e.g. Back, front, back shiny, and front shiny. The current way the Texture Packer combines the textures seems to be ...
chbachman's user avatar
2 votes
1 answer
177 views

I have the following shader, everything works fine when setting the value of one of the matrices but I've discovered that getting a value back is incorrect for View ...
aybe's user avatar
  • 815
0 votes
2 answers
620 views

Sorting transparent objects is a well-known problem. If you send a bunch of transparent polygons (e. g. leaves and branches on a tree) into the GPU and render them with alpha blending enabled, the GPU ...
cubrman's user avatar
  • 1,561