so i am currently investigating a lot of different methods for rendering beautiful isometric environments while still leaving room for dynamic elements (lights etc.). I think leveraging the 3D depth testing is a good idea.
I stumbled across this blog post for Shadowrun Returns and their method of doing it appeals to me:
How did they do it? I mean it says that they are projecting their art onto simple 3D shapes, but for example do they use multiple same sized cubes for the bigger buildings, or actually a single larger one? I just cannot wrap my head around this problem...
I hope someone can clear up my confusion regarding how to build a isometric world out of 3d shapes and thus being able to leverage the depth testing of the 3d hardware.