We have implemented sprites so far. In order to create games with our framework, we need to handle sprites in a systematic way. Today we go one more step up the ladder. In a real world game, it matters in what order objects are drawn on the screen. In a 3D game, the distances of objects from the camera (meshes) determine which objects block others. A tree standing right in front of the camera for example, blocks a ball which is right behind it.