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Possible Duplicate:
How should I sort images in an isometric game so that they appear in the correct order?
My isometric game looks flat; how can I improve this?

I'm working with andengine on a tiled map, at the moment I have only something like this enter image description here

However I want to manage/introduce "heigth" like the folowing image.

Can I do this or have I do change my engine, I want now something like this :

Do you have some example/tuto explaining how to manage a "3D" tiled map?

enter image description here

share|improve this question

marked as duplicate by Byte56, MrCranky, doppelgreener, bummzack, Trevor Powell Nov 23 '12 at 1:17

This question was marked as an exact duplicate of an existing question.

Given that 1001 isometric titles from the 8 and 16-bit eras managed it just fine without 3D chips, I think the answer is an obvious yes. If you want a useful answer, then I suggest you rephrase your question to be "How do I determine draw order for isometric 2D including height?" – MrCranky Nov 19 '12 at 14:24
Then close the question as a duplicate.… and… – Byte56 Nov 19 '12 at 14:31
Height in isometric transforms can be done by adding a Y offset when drawing your tiles and objects. The drawing order between tiles remains the same, but you need to draw items on the same tile coordinate from the bottom up. – ccxvii Nov 19 '12 at 23:49