I am getting ready to jump into my first game with Clojure. I have some programming experience under my belt, and I'm relatively comfortable with everything.
Anyways, I am going to be creating a hex-tiled JRPG-esque party-oriented crawler. That's a mouthful. Basically "Pokemon Mystery Dungeon" meets "Final Fantasy" on hex tiles.
What I'm wondering is how I should handle tiling. I'm new to graphical programming so I'm curious if it will be easier to have a 3D setup and learn to love LWJGL with hexagonal voxels, or if I should try and do something easier like axonometric perspective. The nice thing about 2.5D is that I could texture stuff easily and rotate it smoothly because in axonometric games, everything is depth-sorted relative to the screen. That way, regardless of what's on screen, whatever is closest to the bottom is "closest"
That image is a good example. If I were to rotate that 180 degrees, that inside corner would be closest and would be depth sorted appropriately.
My question is simple: which is going to be faster on economy PCs? I want something that everybody can access. With 3D, I can control the draw distance easily, so I wouldn't have to worry about writing all the rotation code, and I could prob run it on slower rigs, but it seems like it would also be fast to just depth sort what is essentially a bunch of sprites. With 2.5D, I don't have as much computational overhead at first glance, but whenever the player rotates, I have to redraw and re-sort everything.
Please weigh in on this, if you have a second.