A specific 3D perspective technically defined as having all 3 axes being exactly 120 degrees apart. In early video games, it is often slightly off to account for smoother pixel lines.

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How do I handle Isometric collision detection?

I would like to make an isometric run-jump style platformer. The player should be able to jump on top of platforms above the floor, hit the side of objects etc. I'll be using a 2D game engine so I ...