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0 votes
2 answers
264 views

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
  • 3
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
455 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
319 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
124 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
  • 333
0 votes
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
0 votes
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
  • 11
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
0 votes
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
  • 226
0 votes
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
0 votes
1 answer
788 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
  • 113
1 vote
1 answer
141 views

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

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