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Starling Game Development Essentials by Juwal Bose

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Depth sorting

An isometric view needs us to handle the depth of items manually. For ground tiles, there is no depth issue as they always form the lowest layer over which all the overlay items and characters are drawn. But overlay tiles and characters need to be drawn at specific depths for it to look appropriate. By depth, I mean the order at which the images are drawn. An image drawn later will overlap the one drawn earlier, thereby making it seem in front of the latter. For a level which does not change or without any moving items, we need to find the depth only once for the initial render. But for a level with moving characters or vehicles, we need to find every frame in the game loop and render.

The current sample level does not change over ...

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