[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Trying Separate Y and Z Sorts" vod_platform=youtube id=93NKevv-n6k annotator=Miblo]
[0:50][Be our own code fairy][quote 496]
[1:16][Recap and set the stage for the day]
[1:57][Z-buffering is not a good idea for 2D stuff]
[4:08][quartertron's sorting suggestion, or potentially using an insertion sort to make a poor man's binary space partition[ref
site="Twitter"
page="@cmuratori I'm probably missing cases but this makes sense to me and gives good results in current game"
[1:05:37][@roam00010011][I'm trying to take a different approach, using the projected sprites on the screen to sort, and using the min / max y values (up) as a depth sorting key]
[1:06:19][@roam00010011][Working on it]
[1:07:24][@staythirsty90][What is a full stack developer?]
[1:10:08][@poohshoes][Won't sorting fail because a lower Z sometimes needs to be drawn on top of a higher Z if a Y-sprite overlaps them?]
[1:11:05][Blackboard: PoohShoes's diagram]
[1:12:52][@Miblo][At the start you mentioned "insertion sort" and potentially automatically getting a binary tree representation of the sprites. What happened to that idea, assuming I roughly understand correctly what you've done?]
[1:13:11][Blackboard: Graph sort]
[1:14:49][@roam00010011][How do you transform the sprites from world to screen coordinates?]