So I have been getting my freak on with the multiplayer functionality, and made quite some steps..
Sadly the topic of the post at hand strikes again -,-
I distilled it down to a loop for zordering having lots of the same instances on a layout.
Meaning: a dedicated loop, with lots of instances from the same object, placing all objects at the top, kills performance for me. (yes with on screen)
I think it has to do with the move to top and or move to bottom action being repetitive executed.
I believe with an automated z-index placement derived from the Y position (or X for horizontal based) could save a load of performance here.
I have isometric levels with lots of things making up walls and scenery, these all stuffed in a family with the player object, and loop through it placing everything on top based on a Y based loop order.
The ordering gives a very clean effect when you walk about through layouts being infront and behind objects.
My latest game in the arcade, Skeleton slayer 2 uses this technique, and you can see the effects walking about around trees and what not, looks really pretty and not bad performance. Most of the performance is actually from the zordering
BUT BUT BUT ...
I been adapting that version for a multiplayer version, and as soon as the zorder loops runs at the same time the loops updating the multiplayer objects runs, my performance drops dramatically
If I run either, the multiplayer loops, or the zordering loops, alone, they run well, but together, unplayable.
So, here is the request again:
Please add a true/false propperty for objects on layouts to set their Zordering based on the Y axis. (descending: lower Y positions are at the top; in effect, the further upward on the layout (lowest Y = on top, highest Y is on bottom)
I am guessing it could greatly improve zordering for isometric games. (as it would no longer require a dedicated loop handling ALL level objects every loop)