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This looks awesome! From the isometric perspective, how did you do the walls or vertical stuff in general? I have done a few game like that and always find it to be a struggle in 2D.


Thanks! The vertical axis is also broken down into a grid in a sense. Each "cell" is placed in a specific floor as far as the engine is concerned.

So like (C++):

   vector<uo_map<int, ObjStruct>>
Each vector element is a floor. You just need to move the sprite up in screen space to position it.

Though I wish I went with a vector<vector<vector<ObjStruct>>> approach now a days <chunk_id>, <floor>, <object>




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