Sorting and Overlapping

Introduction Many games require Sprites to overlap to create realistic scenes. FlatRedBall offers a number of ways to control sorting. This article will discuss and link to various methods of controlling how Sprites (and other objects) overlap. What are the methods? There are a number of methods of controlling overlapping Sprites. Keep in mind that[…]

FlatRedBallXna:Tutorials:Culling

Introduction Culling is the process of determining that an object or a part of an object does not need to be drawn, then skipping the drawing logic because of this determination. This is an effective way to improve performance if the process of detecting whether an object should be drawn is significantly faster than just[…]

OrderedSortType

Introduction The OrderedSortType property controls how Sprites are ordered when they are drawn. Z Buffered Sprites do not use this property when drawing. The following available options exist: SortType Description None No sorting will be performed. Objects will be drawn in the order that they have been added to the SpriteManager. Z (Default) Objects will[…]

Object Sorting

Introduction Many games require Sprites to overlap to create realistic scenes. FlatRedBall offers a number of ways to control sorting. This article will discuss and link to various methods of controlling how Sprites (and other objects) overlap. What are the methods? There are a number of methods of controlling overlapping Sprites. Keep in mind that[…]

Sprite

Introduction The Sprite is a flat graphical object which is commonly used in 2D games as well as for particles, HUDs, and UIs in 3D games. The Sprite class inherits from the PositionedObject class. For information about how to use Sprites in the FlatRedBall Editor, see the Sprite FlatRedBall page. Sprite Scale For information on[…]