![]() then you would always know which tile he was over. You must have some of this already to move the player around. You create some internal data structures that keep track of where your tiles are and where your player is. However, it still does have all your objects in memory in world space. It just has the final Rectangle of pixels. This final screen space is whats drawn onto your screen.Īt that point unity doesn't really know that the reason tile 27 isn't drawn is because Player Sprite is in front of it. Gideros find relative coordinates of sprite how to#Various algorithms determines which pixels on a 3d object will be drawn onto the screen (if an object is behind another object, how to project the 3d object onto flat surface given perpective, etc). We then take this Camera space and squish all the objects into a 2D rectangle called Screen Space. ![]() You can think of this as spinning the world around and moving it so it lines up with the camera.
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