Question to the devs about rendering methods
Posted: Mon Dec 23, 2024 12:45 pm
Hi,
With all those FFs you've been doing on rendering sprites and assets in the game over the years, i've been wondering if you've ever considered other methods to render stuff in an isometric style game. I happen to be quite heavily involved in part of modding community for an old game called "Original War" which also happens to be a Czech game, made by Altar Studios in 2001.
What i found out about the game is that to deal with the problem of "correct sprite ordering" (pardon my lack of jargon but i'm always bad with technical terms) Altar had used a method where each sprite had an additional layer in greyscale. That greyscale image was generated based on the 3D model and basically represented the height of the model (so if something was higher in the 3D space, it was brighter in the 2D layer).
That greyscale image was then used by the engine to check whether each pixel of an object should be rendered in front or behind other pixel of other objects (if that makes sense to anybody). I've been trying to make a tutorial for OW modders about model rendering so i happen to have a short clip to better illustrate what i mean. Pardon my shameless plug: https://youtu.be/fv3RsfOLvvg?t=172.
And finally my question to You, the devs, is whether you've encountered this method while designing the game and (if so) did you ultimately decide to stick with more "standard" way of dealing with game sprites by drawing parts of object in different layers depending on how they are supposed to work in game (also, please correct me if i'm wrong because i may not be aware of the full picture). The method i've talked about has been striking me as a much simpler solution to the problem and i would like to know if there are limits and obstacles that would render this method inappropriate for Factorio as an example.
Cheers,
With all those FFs you've been doing on rendering sprites and assets in the game over the years, i've been wondering if you've ever considered other methods to render stuff in an isometric style game. I happen to be quite heavily involved in part of modding community for an old game called "Original War" which also happens to be a Czech game, made by Altar Studios in 2001.
What i found out about the game is that to deal with the problem of "correct sprite ordering" (pardon my lack of jargon but i'm always bad with technical terms) Altar had used a method where each sprite had an additional layer in greyscale. That greyscale image was generated based on the 3D model and basically represented the height of the model (so if something was higher in the 3D space, it was brighter in the 2D layer).
That greyscale image was then used by the engine to check whether each pixel of an object should be rendered in front or behind other pixel of other objects (if that makes sense to anybody). I've been trying to make a tutorial for OW modders about model rendering so i happen to have a short clip to better illustrate what i mean. Pardon my shameless plug: https://youtu.be/fv3RsfOLvvg?t=172.
And finally my question to You, the devs, is whether you've encountered this method while designing the game and (if so) did you ultimately decide to stick with more "standard" way of dealing with game sprites by drawing parts of object in different layers depending on how they are supposed to work in game (also, please correct me if i'm wrong because i may not be aware of the full picture). The method i've talked about has been striking me as a much simpler solution to the problem and i would like to know if there are limits and obstacles that would render this method inappropriate for Factorio as an example.
Cheers,