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Prior to this change sprite draw order was not something we could specify, now we can by changing the Z value of sprites (sprites further away / with greater Z values are drawn first), which is obviously desirable for layering and alpha blending purposes. The implementation here is rather naive: we sort all sprites each frame based on their Z value; but its performance is quite good with ~half a million sprites and so is good enough for now. Signed-off-by: Stephen Gutekanst <stephen@hexops.com> |
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Zig game engine & graphics toolkit for building high-performance, truly cross-platform, robust & modular games, visualizations, and desktop/mobile GUI apps.
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