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.

Not-Dumb Isometric Not-Dumb Isometric "In Front" Function

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.

Living in a Properly Sorted Isometric World

In any case, I'm clear now to look at movement, collision detection, and physics.

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