Featured image of post Sprite Ordering and Camera Culling

Sprite Ordering and Camera Culling

A research about sprite ordering and camera culling

This project is part of the second-year course Project 2 at CITM-UPC, supervised by lecturer Ricard Pillosu.

The research focuses on optimizing 2D games by implementing camera culling, which means only rendering sprites visible inside the camera viewport, improving performance. It also explores sprite ordering techniques to create a convincing sense of depth in top-down and isometric games. The project includes integration of the Tiled map editor with SDL.

Performance analysis using Brofiler can be found in the repository, demonstrating the impact of camera culling on rendering efficiency.

gif with result of sprite sorting

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