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Sprite Ordering and Camera Culling Personal Research

I am Christian Martínez de la Rosa, student of the Bachelor’s Degree in Video Games by UPC at CITM. This content is generated for the second year’s subject Project 2, under supervision of lecturer Ricard Pillosu.

About the project

This project contains a research about the optimization of a game to only blit sprites that are on the camera viewport. Also, it is about sorting entities to make a feeling of depth in Top-Down and Isometric games. Contains an integration of Tiled into SDL.

You can find Brofiler results in a respository folder to see the effect of camera culling in games.

You can find information about sprite ordering and camera culling in my website.

Link to the repository.

Installing

  • Download last release from releases tab from the repository
  • Unzip SpriteOrderingAndCameraCulling.zip
  • Execute SpriteOrderingAndCameraCulling.exe

Controls

Main

  • WASD to move player.

Debug

  • 1/2/3 to change from different zoom levels.
  • F1 to show/hide grid.
  • F2 to show/hide entities area and its pivot.
  • F3 to set map 1.
  • F4 to set map 2.

Built With

Author

License

This project is licensed under the MIT License - see the LICENSE.md file for details

Acknowledgments

Special thanks to: