This question stems from our desire to learn more about how object rendering is done in Sparrow, and understanding the motivation behind why it was chosen to be implemented in the way that it was.
As is my understanding, Sparrow uses the painter's algorithm to render objects in a back-to-front manner. For a 2D-top down game simulating a 3D world, the painter's algorithm is not the most efficient solution to displaying objects in a world that have a hierarchy of depth values.
A more efficient solution is the z-buffer technique, this method of z-culling would allow scenes to be drawn in front-to-back manner, which is the recommended way of rendering a scene in several graphics textbooks.
The question is, why does the Sparrow framework choose the painter's algorithm in favour of the z-buffer technique?