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New functions to influence entity sorting #449301
03/12/15 23:01
03/12/15 23:01
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
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Superku  Offline OP
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
For various purposes, especially the creation of special effects, I would like to put entities at the end of the (C_LINK?) list so they get rendered last (without re-creating them every frame). Earlier today I needed to have an entity to be rendered first which I then had to workaround by doing a different view NOENT+genius/parent approach.

I assume corresponding functions would not get used by a lot of people but I think they should not be too hard to implement - maybe I can even do it myself by manipulating the C_LINK stuff or would that conflict with other intern stuff?

Thanks.


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Re: New functions to influence entity sorting [Re: Superku] #449597
03/24/15 23:00
03/24/15 23:00
Joined: Jan 2006
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EpsiloN Offline
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Dunno if you're talking about the same thing, but I've always been thinking there should be some property to influence the order of functions executing. I hate using proc_late for many functions, because in the end, I don't know which one is the last to be executed laugh

I guess it could be done with a 'layer' type of property, like in a panel, or something...


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Re: New functions to influence entity sorting [Re: EpsiloN] #449609
03/25/15 07:55
03/25/15 07:55
Joined: Nov 2007
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Germany, BW, Stuttgart
MasterQ32 Offline
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Yeah i support both of your ideas!
Also superku, have you tried layer_sort for giving the entities the correct order? May work if the function itself is agnostic to what input it gets...


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Re: New functions to influence entity sorting [Re: MasterQ32] #449610
03/25/15 08:12
03/25/15 08:12
Joined: Mar 2011
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Budapest
sivan Offline
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@EpsiloN, yeah it would be great in many cases, but because of the performance cost of "wait(1);"-s, I use no independent loops in high quantity, instead I call them from a main game loop in every frame, resulting in significantly improved performance, beside perfectly managed running order.


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Re: New functions to influence entity sorting [Re: sivan] #449751
03/30/15 19:55
03/30/15 19:55
Joined: Jan 2006
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EpsiloN Offline
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Originally Posted By: sivan
instead I call them from a main game loop in every frame, resulting in significantly improved performance, beside perfectly managed running order.

I started doing exactly the same thing recently, without even noticing I'm doing it laugh too bad it took me 15 years to learn it. (By the way, I think it was partly influenced by a Java android game programming tutorial I read recently...)

Anyway, having an option for execution order is still a good thing. You cant put EVERY function in one while loop grin


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