Tile Engine - Procedural generation, Data structures, Rendering methods - A lot of effort question!

Posted by Trixmix on Game Development See other posts from Game Development or by Trixmix
Published on 2012-08-29T17:38:50Z Indexed on 2012/08/29 21:52 UTC
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Isometric Tile and GameObject rendering. To achive the desired looking game I need to take into consideration which tiles need to be drawn first and which last. What I used is a Object that is TileRenderQueue that you would give it a tile list and it will give you a queue on which ones to draw based on their Z coordinate, so that if the Z is higher then it needs to be drawn last. Now if you read above you would know that I want the location data to instead of being stored in the tile instance i want it to be that the index in the array is the location. and then maybe based on the array i could draw the tiles instead of taking a long time in for looping and ordering them by Z. This is the hardest part for me. It's hard for me to find a simple solution to the which one to draw when problem. Also there is the fact that if the X is larger than the gameobject where the X is larger needs to be drawn over the rest of the tiles and so on. Here is an example:

Quick Example

All the parts work together to create an efficient engine so its important to me that you would answer all of the parts. I hope you will work on the answers hard just as much that I worked on this question!

If there is any unclear part tell me so in the comments!

Thanks for the help!

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