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by YesBox
1300 days ago
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I'm developing an isometric city builder game. I've figured out how to depth sort everything on the CPU efficiently, though there were some ugly workarounds I had to implement. Suffice to say, for anything outside of buildings, sorting on the screen.y position of the texture works perfectly (so long as each asset is one tile in size, or broken up into multiple tiles). But, I am starting to implement vehicles, first time adding assets that are multiple tiles in size. It would be really nice if I could create one asset for the vehicles, but the sorting on screen.y will not work for 3D rectangles, so I am breaking the up into multiple tiles... Do you think BSP trees will work with thousands of moving assets? i.e., I would have to recreate the BSP tree every frame. |
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