Since depth = -y is somewhat obsolete now, do you think whether it's a good idea for YYG to make a built-in z-testing-based depth system?
For example: the one Ariak made on the YYG blog. It is a great technique, and works well, but it has its limitations, like not being able to use image_alpha and the sprite height being limited to 255. If GameMaker had a similar & built-in method for depth sorting that just worked, it would be really great.
So, my question is: is this something you'd want? Or is it just better to make your own depth system?
While the depth systems made using priority lists / DS lists / DS grids are fine, it's just better if it is controlled by the actual z-buffer. While building your own shader-based depth system is a viable option, it is much better if it is implemented into GameMaker so that it is easy to set up, even for beginners. It sounds like something essential (and primitive, from a user's perspective) that GMS2 should have, but all we can do is perform different sorts of "hacks" to make the depth work.
For example: the one Ariak made on the YYG blog. It is a great technique, and works well, but it has its limitations, like not being able to use image_alpha and the sprite height being limited to 255. If GameMaker had a similar & built-in method for depth sorting that just worked, it would be really great.
So, my question is: is this something you'd want? Or is it just better to make your own depth system?
While the depth systems made using priority lists / DS lists / DS grids are fine, it's just better if it is controlled by the actual z-buffer. While building your own shader-based depth system is a viable option, it is much better if it is implemented into GameMaker so that it is easy to set up, even for beginners. It sounds like something essential (and primitive, from a user's perspective) that GMS2 should have, but all we can do is perform different sorts of "hacks" to make the depth work.