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Author Topic: Sorting sprite's layers in isometric view  (Read 4796 times)

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zbrojny120

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Sorting sprite's layers in isometric view
« on: March 28, 2015, 11:32:40 pm »
I'm making a strategy game with isometric view and I'm having some problems with deciding which sprite should be drawn first (I'm using SFML 2.2 as graphic library). I'm using std::sort to sort sprites in array by their Y position in a window (Floor and walls aren't sorted, they are stored in different arrays). This code works well in an RPG game where there aren't more than 100 sprites on the map at the same time, but this is going to be a strategy game and when there are 13000 or more sprites on the map, FPS is dropping below 30 and game is becoming unplayable. So, is there any faster way to sort these sprites?

eXpl0it3r

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Re: Sorting sprite's layers in isometric view
« Reply #1 on: March 29, 2015, 12:03:00 am »
I've never written my own isometric game, as such I've not done any research on good data structures and how to sort things, however since it's a quite popular topic, there should be lots of information on the internet. Did you spend some time looking for such information/examples?
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zbrojny120

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Re: Sorting sprite's layers in isometric view
« Reply #2 on: March 29, 2015, 12:20:28 pm »
Yes, I did, but there wasn't any tutorial saying how to exactly sort these sprites (I'm fairly new to programming).

zsbzsb

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Re: Sorting sprite's layers in isometric view
« Reply #3 on: March 29, 2015, 12:53:54 pm »
There will most likely never be any exact tutorial on how to sort sprites. Sorting STL containers is a general subject and hence you should learn about that. Then you can apply that to sorting sprites (or more exactly, you will be sorting your own objects that contain the depth information).

https://www.google.com/search?q=std%3A%3Asort+container
http://www.cplusplus.com/articles/NhA0RXSz/
http://www.cplusplus.com/reference/algorithm/sort/
« Last Edit: March 29, 2015, 12:55:32 pm by zsbzsb »
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Stauricus

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Re: Sorting sprite's layers in isometric view
« Reply #4 on: March 29, 2015, 01:39:44 pm »
do you resort everything every frame? cant you keep a small list of which objects to draw first, containing only the nearest objects?
then you just update the list when you go to the next chunk of tiles.
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SpeCter

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Re: Sorting sprite's layers in isometric view
« Reply #5 on: March 30, 2015, 09:07:40 am »
To me it doesn't sound like a sorting problem. It sounds more like a problem with how many sprites you try to draw individually.
Did you profile to check if the sorting is really your problem?

Jesper Juhl

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Re: Sorting sprite's layers in isometric view
« Reply #6 on: March 30, 2015, 01:11:54 pm »
Take a look here: http://www-cs-students.stanford.edu/~amitp/gameprog.html#tiles and youll find lots of resources on isometric tile based games.
For more general good stuff, check out this link: http://www.redblobgames.com/

zbrojny120

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Re: Sorting sprite's layers in isometric view
« Reply #7 on: March 30, 2015, 04:06:45 pm »
To me it doesn't sound like a sorting problem. It sounds more like a problem with how many sprites you try to draw individually.
Did you profile to check if the sorting is really your problem?

Yes, with disabled sorting there are no problems.

Take a look here: http://www-cs-students.stanford.edu/~amitp/gameprog.html#tiles and youll find lots of resources on isometric tile based games.
For more general good stuff, check out this link: http://www.redblobgames.com/

Thanks, I will definitely check these

 

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