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  z-buffering  (Read 990 times)
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Offline wjp

Senior Newbie




Java games rock!


« Posted 2005-04-04 13:44:37 »

Hi,

is anyone using a z-buffer in there game?
I'm currently just sorting all my objects and drawing them from front to back, however I get a few strange artifacts depending on the rotation.
I'm looking a a z-buffer, but I read that they are expensive - andyone with any experience?
Offline weston

Junior Member





« Reply #1 - Posted 2005-04-07 04:13:41 »

I believe it is pretty expensive to do in software. Sorting seems like a good way to go, if you are getting incorrect results you may look into using a bsp tree. Check this out: http://www.gamedev.net/reference/articles/article657.asp

for(int i = 1; i > 0; i++)
{
System.out.println(i+" cups of java downed");
}
Offline Linuxhippy

Senior Member


Medals: 1


Java games rock!


« Reply #2 - Posted 2005-04-07 15:19:31 »

Hmm, one way would be to paint all your tiles into seperate java.awt.components and use JLayeredPane - however I do not know how such a solution would perform...

lg Clemens
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline weston

Junior Member





« Reply #3 - Posted 2005-04-07 20:32:48 »

If hes talking about using a z-buffer, its probably for a 3d game. If there are rendering artifacts while using sorting, its probably caused by something called cyclic overlap (which is hard to describe without a diagram), you solve this problem when using a bsp tree by breaking up the polygon that would cause the problem.

for(int i = 1; i > 0; i++)
{
System.out.println(i+" cups of java downed");
}
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