In games like Factorio, you might notice that when the player is at a certain coordinate relative to the tree, it renders in front of the player, thereby giving the effect that the player is behind the tree. My question is, how is this accomplished?  Here are some examples: Behind a telephone pole:  In front of one:
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I need to render a "tile" game with objects that overlap, because they are taller than the tile they stand on, like the games in these screenshots:        I don't know how to render them in the correct order. I intend to perform a sorting operation before every rendering, depending on the object's Y position. However, I'm worried it'll be too expensive, especially since very few objects change their Y positions.   Is sorting the most performant way? Is there any other way? What algorithm or data structure should I use?
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I am playing a custom map and I have 2 mob spawners in which I have set up traps for. These traps lead to the same place, however both spawners are considerably far away from each other and therefore only one spawns at a time (when I am near).   I was wondering if there was some sort of way to "mimic" a player position without a player actually being there. What I would usually do is start up another computer and simply open it to LAN and have another account be somewhere next to the spawner, however I was wondering if there was a way to not have to do this? Is this possible? Are there any mods that allow this?
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If I have an entity, is it possible to teleport that player to face the entity without teleporting the player to the entity (Just changing his rotation)? How could I accomplish this?
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I'm not the most experienced person when it comes to commands. I worked out how to do stuff like when holding x you have y effect. I wanted to think of something that gave other people an effect when hit. Here is what I came up with but I got stuck when it said it couldn't execute the command.  /scoreboard objective add nokill dummy  /scoreboard objective add poi dummy  /scoreboard players set [player] nokill 1  /scoreboard players add @a poi 1 {SelectedItem:{id:minecraft:diamond_sword,display:{Name:{Poison sword}}}}  /execute @a[score_poi_min=1] ~ ~ ~ /effect @p[score_nokill_max=1,r=5] {HurtTime:1} minecraft:poison 10 1
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I've started working on a demo for my 2.5D game. For a basic scene I figured I would just use the good old fashioned doom sprites textured to a double sided plane. Simple enough. But I've been scratching my head as to how to display the proper sprite animation relative to the player viewing the sprite...if that makes since.  For example suppose I have three players in the scene Players A, B, and C as such:    Player C should see player A as: Here's an example of what I think player A should look like from C's perspective:    While player B would see player A as follows:    My current idea is that for any given player, I will need to know the current direction of each other player, and where they are located/moving to relativly. From this, I could calculate which sprite image is required.  Is this correct? What improvements/optimizations could be made?  ** EDIT ** Total number of directions will be 8 as depicted below:    For each direction there are two sprites (to show walking movement, sprites for the right hand directions are mirrors of the left):    ** EDIT 2 ** Got this working and have a simple javascript/threejs example for anyone interested:
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How can I achieve an outline effect similar to the ones found in League of Legends or Diablo III?      Is it done using a shader? How? I would prefer answers that are not tied up to any particular engine but one that I can adapt to whatever engine I'm working on.
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Already found similar posts like (), but those are some years old already and very outdated, what would be the new way to use the execute command relative (e.g. slightly behind) an entity? I'd guess it something with at @s[z=.5] or using the positioned tag, but neither of those worked yet. This is what I would like to accomplish, so that only in the right get stop the run command when they are in range, not both on the right and the left.  This is the actual detection range, where it detects the armor stand behind an infront of it.  And this would be the new detection range, where it only stops my execute command, when theres an armor stand in front of it.  All in all what I need is a way to reposition the anchor of the distance=0.5..1 tag, so that it's not the entity itself but rather e.g. +0.5 in the z coordinate
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Would it be, at least theoretically, possible to render without a near clipping plane? Could raytracing ignore this perchance?   Quite many budding 3d artists have a WTF moment the first time they encounter the clipping plane. If this could be avoided then it would be a big win for usability of 3D authoring apps. Its not one of those things a normal artist would think about until explained.
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I have a problem where I can see through a box in blender game, see picture. This effect changes so that the near side of the "chassis" of the truck is invisible when I rotate the model    What can I do to not make this happen?
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I have a scene with a number of particle systems. I'd like to have a separate wind effect for my main scene and another for an extra: an emitter + wind-effect to blow leaves into my scene. I can't find any way to exclude, so here I am. At the very worst, I can just render the main scene and then render the wind effect and composite it, but I figured I'd check first.
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I am trying to create skirt out of leafes but it is actually a pain to position them. Is it possible to create this procedurally?  So that I just create a circle and say spawn 20 textured rectangles around it, would this be possible?  It would look like this, where the red lines are the planes from the top view
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So, when I point a laser at a piece of wire (pointed at a specific angle), a circle of light appears on a wall behind it (see image below). I am trying to see why this happens and if there are any readings on this. Could anyone give some tips on what I should search for or any references?   ()  So this is a problem for a physics tournament, but I haven't tried it myself yet. However I have found a video depicting what I mean.
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I know how to do a heat distortion effect in compositing.   What I am looking for is a way to do the same effect with a material set up in cycles.   What would be the best way to create a procedural material that can be placed in front of any object and make it look like heat is rising in front of it (without compositing)?  Any ideas would be greatly appreciated.
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I'm trying to make a forest with a particle system, but I want a controlled variation in tree size. Is it possible to use a displacement texture or something similar to control the size of the particles?
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I have been following  tutorial until I started adding nodes. The problem is that he has completely different nodes than I have. Even nodes that are created at start are different (I have Material and Output and he has Render Layers and Composite). Have I missed something or should I use different nodes than he?
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I am trying to make some grass. I want to have grass only near the edges of my plane and not on the center.   Is any way to do that?   Or I have to split the plane and make different objects?
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I would like to use the overlay effect used on the screenshot(s) below.    I've tried experimenting with several Blending modes but keep missing the mark. I'm sure this has a very easy answer but I'm having trouble recreating the effect on my own.  Here are a few more images for further context:        Thanks in advance for your help.