Isometric Z

Isometric Z. First enclose it in a square. There are really only 2 main mathy things going on in the article, positioning objects on screen and z ordering objects.

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With a z as y tilemap, the z value of each tile has an additional influence on tile rendering order. Lets make things easy, and put this cat at (0, 0, 0). Usually drawn at 45o for the z axis.

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