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Consider that sprite rendering, at least from the cpu end, is a similar problem space to physics + dynamictrees:
Ideally:
Each drawdepth is on its own dynamictree. We have far fewer of those than collision layers so we would probably only have 20 or 30 and not 100.
When we get sprites to draw we can sort per dynamictree and not globally which is much faster and means we can dispatch sprites for drawing much faster.
Cleaner separation when we want to do overlays in-between drawdepths.
Per-layer drawdepths is useful in some rare cases where you really don't want 2 entities.
The text was updated successfully, but these errors were encountered:
Consider that sprite rendering, at least from the cpu end, is a similar problem space to physics + dynamictrees:
Ideally:
The text was updated successfully, but these errors were encountered: