I'm working on an isometric game. I'ts been going pretty well so far. One of the key features is a cam that can rotate 360 degrees around the player.
However, this makes depth calculations for handling the drawing order very hard. I basically have to switch the order of the for-loops depending on which way the camera faces (i.e. which two faces of an isometrically rendered cube are visible?)
I wonder if there is a smarter way to do this. If not, I'll have to use a lot of code that is very similar.
The smarter way would be to use OpenGL.
All the libraries etc. are completely free to use, and you can use them in any way you want.