Amiga Isometric Devlog #3.5
31 March 2024
ISOMETRIC SORTING REDUX
As I suspected in the previous devlog, the Dumbest Possible In Front Function (DPIFF) I was using to order my isometric rendering was a little too dumb, and quickly fell apart when the player changed Z coordinate at certain positions relative to other objects. It's annoying, because the function is fast and works most of the time.
I switched to a better check that modifies the comparison based on which axes the two objects overlap on. I think it's the same algorithm that Head over Heels uses, in fact. It's slower, of course, so I may look at a more efficient way of keeping entities in sorted order than simply removing them from the object list and adding them back again.
In any case, I'm clear now to look at movement, collision detection, and physics.