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The answer is a YES, You may set the gravity vector to (0,-some number) for this purpose, your code which multiplies the g scalar with sin and cos of 45 degree will be true if the SpriteKit physics coordinate system could be changes to your isometric coordinate system, I mean the direction of the gravity vector is still the Y axis, look at your Z axis ( ...


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Well, the problem was that my sprites size weren’t a multiple of 32 so the scale and the geometric calculation were not as accurate as I expected to be. Theoretically it had to work! But it didn’t. I used someones advises and it works fine now. here is the answer that I found for my question http://flarerpg.org/tutorials/isometric_tiles/ And this is the ...


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It's not immediately obvious how you're using OpenGL. If you are just sorting your tiles on the CPU and rendering them from far to near the following method won't help. If you are using an actual isometric projection matrix and a depth buffer this may help, it's how I do picking with OpenGL and perspective projection. Use the following code to read back the ...


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What is the problem? Generally speaking, you want to do a topological sorting, where the nodes are your bricks and the edges mean "is this node behind that other node" relationship. So all you need to do in order to sort anything anywhere is to decide on "is behind" relationship. It seems that your code treats bricks as uniform objects in a grid, ...



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