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Thanks for submitting this. I will try implementing your changes into the
sorting
algorithm and see what I can come up with. I have a few test cases (scenes
rather).
It does make sense now that you point it out that the series of if..else statements
exit more quickly. Good tip to know. Thanks again. J
Original comment by jwopitz
on 13 Mar 2009 at 3:03
Forgot to answer your question about the "else return 0"
I think originally I had put that there for spacial collisions. I was going to
have
a collision solver class handle that for further sorting mechanisms but haven't
gotten too far down that road. Will need to rethink that later on.
Original comment by jwopitz
on 13 Mar 2009 at 3:50
This "return 0" is an impossible case, because it happens only when one object
is
inside another. This line hits only if no proper collision testing is
implemented.
Btw I use a testing example like this when testing proper sorting:
http://test.flexbytes.com/flash/Iso.swf
Since no collision detection is implemented here, the objects can be placed one
inside another and then the sorting fails, but if you move objects with no
overlapping, the sorting seems good to me.
The issue about exiting the loop earlier is important, because of the
'separating
axis theorem', which can be also used in the collision detection (basically try
to
exit the testing loop as soon as possible). More in this tutorial:
http://www.metanetsoftware.com/technique/tutorialA.html
If you'll extend the framework with a collision detection (as I see on
the 'features' page), perhaps you will need to use a broad-phase collision
detection
(a grid-based collision detection) in addition to your fine-grained detection.
For a
large number of objects in the view it could introduce some performance gains
(for a
small number of objects it can be a performance loss).
Another useful resource for isometric games is this document (Jon Ritman, the
outhor
of "Head over Heels" gives some tips for isometric games):
http://dankokozar.com/documents/Jon_Ritmans_Isometric_Tutorial.pdf
ps. I am interested in isometry since 80-ties, and back in 2003 I've made my
first
attempt using AS1.0 and no OOP :-|, check it out:
http://dkozar.com/flash/izometrija.swf
Original comment by danko.ko...@gmail.com
on 13 Mar 2009 at 9:16
Grid-based collision detection:
http://www.metanetsoftware.com/technique/tutorialB.html
Original comment by danko.ko...@gmail.com
on 13 Mar 2009 at 9:17
I tested this algorithm again, but sorting errors in occur when changing the
object's
z coordinate. Note that in my test app you can toggle objects z coordinate by
pressing SPACE, or set a height using NumPad keys 0-9.
Original comment by danko.ko...@gmail.com
on 13 Mar 2009 at 11:42
Attachments:
Firstly thanks for all the resources provided. I have quite a bit to look
over. I
did test using the SWF you provided in comment #5. I was unable to recreate
the PNG
but I do acknowledge that the issue exists.
The problem I believe is not with our sorting algorithm but rather the
implementation
of the algorithm by the Array.sortOn method the flash player uses. I had done
some
tested a while back where I was able to inspect the render pass on a small
group of
objects. I found that the Array.sortOn does not necessarily do a comparison on
all
possible pairs of objects. Implementing a manual sort is not ideal due to
performance issues. Unfortunately I do not think there is an easy solutions.
I do plan to tinker a bit with our algorithm and see if reordering some of those
if..else statements might provide a solution. The other thing is that I have
been
working on a different sort of ISceneLayoutRenderer where animated objects are
thought of as direct children of the scene, however their display list gets
owned by
the closest non-animated child in the scene effectively eliminating this issue.
The
problem with this solution is that there are some visual issues to address with
which
parent owns the animated child in question given the child's coordinates at the
time.
I am going to close out this issue for now. I encourage discussion of this
topic at
the user group and/or blog:
http://tech.groups.yahoo.com/group/as3isolib/
http://as3isolib.wordpress.com/
Original comment by jwopitz
on 13 Mar 2009 at 4:47
I agree that a depth-sorting is the greatest problem in isometric games. I never
solved it properly. I asked the 'isometric guru' Jon Ritman for tips. You should
check the document I mentioned
(http://dankokozar.com/documents/Jon_Ritmans_Isometric_Tutorial.pdf)
Jon describes the depth sorting using the linked list and overlapping axis.
Original comment by danko.ko...@gmail.com
on 13 Mar 2009 at 9:03
[deleted comment]
looks like testing1324 may have found a manual sorting algorithm that address
most
situations. It has been tested in a few scenarios, however developers should
apply
this fix to their individual situation and report back if it fails to address
your
sorting needs.
Original comment by jwopitz
on 27 May 2009 at 9:11
I am facing a problem when am trying to "high-let" the grid cells .
What i done is
first of all am create a grid , in that am putting a isobox that means each
cell have
one isobox .When the user trying to move the obj from one place to another
place cells
are highlighted but it takes some time to response .
And its create too much burden on CPU. And IsoEvents are taken too much memory
to dispatch , i think this is the problem but am not able to reduce the
isoEvents memory
can some body help me to resolve this problem.
thanks in advance
M.Raju
Original comment by raj.virt...@gmail.com
on 7 Sep 2010 at 2:54
Original issue reported on code.google.com by
danko.ko...@gmail.com
on 12 Mar 2009 at 10:06