Drawing Isometric game worlds

Update: Corrected map rendering algorithm, added more illustrations, changed formating. Perhaps the advantage for the “zig-zag” technique for mapping the tiles to the screen can be said that the tile’s x and y coordinates are on the vertical and horizontal axes. “Drawing in a diamond” approach: By drawing an isometric map using “drawing in a … Read more

Improving performance of click detection on a staggered column isometric grid

This answer is based on: 2D grid image values to 2D array So here it goes: conversion between grid and screen As I mentioned in comment you should make functions that convert between screen and cell grid positions. something like (in C++): //————————————————————————— // tile sizes const int cxs=100; const int cys= 50; const int … Read more

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