Amiga Lumo 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.
[IMG: 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.
[VID: Living in a Properly Sorted Isometric World]
In any case, I'm clear now to look at movement, collision detection, and physics.