u/Different_Gear_8189

▲ 2 r/godot

One day I got the urge to try and make a fully drawn 2.5D (2.25D?) game/demo with physics. This was a lot more complicated than I thought it would be because objects that aren't grid aligned need to be sorted using more than just the depth sort Godot defaults to, especially on non-cubic objects. In hindsight this demo doesn't really show why anything more complicated is needed in the first place, but it looks nice and I wanted to show my progress.

Turning off the orthographic perspective in the last bit of this video shows what my solution was to manually sort these sprites. I couldn't find a way to change how the 3D camera sorts stuff so I just move the visual part of these objects backwards and forwards, the rest is a very optimized topographical sort to keep the sprites in front of everything close to the camera. I'm also trying to make all my math depend on the main camera angle so I can upload it as a plugin or something if I get it working well enough. Also if anyone knows if there's a simpler/more optimized way to dictate the order a camera renders sprite3Ds let me know.

u/Different_Gear_8189 — 8 days ago