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Isometric engine class structure

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What kind of class structure is used in isometric engines? TTileRenderer //Renders tiles TWorldRenderer // Uses TTileRenderer to render world Should I add diffrent renderer classes for game objects? any other? Pexi

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I would do the rendering in a few passes. First of all, render the ground. These would be generally flat. Next rendering pass would render objects sitting on the ground, such as trees, walls, actors. Basically anything that is on top of the ground and the actors could walk behind. So to answer your question, have the TTileRenderer render the ground tiles and a TObjectRenderer render the trees, walls, actors, etc.

Steve ''Sly'' Williams
Tools Developer
Krome Studios

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