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AxiomVerge's profile
Tom Happ
Tom Happ
Tom Happ
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@AxiomVerge

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Tom HappVerified account

@AxiomVerge

Maker of Axiom Verge, husband to @WastedFashion, dad. He/Him. AV2 is coming to Switch and EGS in 2021! http://axiomverge2.com  Get AV1 on consoles+PC now!

West Hills, CA
axiomverge2.com
Joined January 2009

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    Tom Happ‏Verified account @AxiomVerge 1 Aug 2018

    2D game programmers, do you prefer to give each visual a priority value and then sort them at render time, or do you like to hard code the draw order manually (e.g. background.draw(), characters.draw(), foreground.draw(), etc)

    10:54 PM - 1 Aug 2018 from Enterprise, NV
    • 3 Retweets
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    20 replies 3 retweets 27 likes
      1. Tom Happ‏Verified account @AxiomVerge 2 Aug 2018

        FWIW I've been doing do the latter approach, since it's easier for me to set shader params and such before doing a big batch of similar things. But it does make it awkward for special cases, such as certain enemies or weapons that go in front of everything (like the Fat Beam)

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      1. Sean Reid‏ @srjreid 1 Aug 2018
        Replying to @AxiomVerge

        2D sprites in a 3D space.

        0 replies 0 retweets 1 like
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      1. Steve Karolewics‏ @skarolewics 1 Aug 2018
        Replying to @AxiomVerge

        Typically the latter but with a well-ordered way to sort within groups to avoid z-fighting (sprite ID, etc.). I like distinguishing into groups as some effects will want to be applied to only specific groups, etc.

        0 replies 0 retweets 1 like
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      1. $KRIS‏ @KrisWD40 1 Aug 2018
        Replying to @AxiomVerge

        I do the later because I don't have a base object everything inherits from so I could do that. But if I did, I certainly could. I think do what makes the most sense for how your code is designed and how your game requires.

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      1. Jesse Chounard‏ @Chounard 1 Aug 2018
        Replying to @AxiomVerge

        I have multiple grouping layers (similar to your foreground/background example.) I mostly just sort by material and blending modes to reduce draw calls when I can.

        0 replies 0 retweets 1 like
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      1. New conversation
      2. Edward Di Geronimo‏ @EdDiGeronimo 1 Aug 2018
        Replying to @AxiomVerge

        I did a hard coded draw order for my really early GBA/DS projects, then moved to priority values. When I moved to 3DS, I added a 3D depth value to each sprite. Sort is by 3D depth first, priority second. Nicely handles things like particles with 3D movement.

        1 reply 0 retweets 5 likes
      3. Tom Happ‏Verified account @AxiomVerge 1 Aug 2018
        Replying to @EdDiGeronimo

        I didn't even think about 3ds... you definitely want a z value of some kind there

        0 replies 0 retweets 1 like
      4. End of conversation
      1. Edward Di Geronimo‏ @EdDiGeronimo 1 Aug 2018
        Replying to @AxiomVerge

        I liked the hard coded draw order on the sprite based systems. You had hard limits on how many things they could draw, and when using effects the exact draw order mattered. But without those limits, I find a priority field faster to work with and more flexible.

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      1. At The Wall Games‏ @GamesAtTheWall 2 Aug 2018
        Replying to @AxiomVerge

        Group-driven order every time. Draw THESE, then draw THESE, then draw THOSE. Nice and clear.

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      1. Alex 'Bug Bytes' Dev ⚡‏ @AlexTid 2 Aug 2018
        Replying to @AxiomVerge

        ive always hard coded the order but there are times it has ALMOST gotten me into trouble and i have to do silly work arounds to make things layer properly that i didnt anticipate at engine groundwork time

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